Path: chuka.playstation.co.uk!dialup-11-52.netcomuk.co.uk!user From: shad.dev@netcomuk.co.uk (Ira Rainey) Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: interlace sprites Date: Sat, 14 Jun 1997 09:28:46 +0100 Organization: shadow developments Lines: 28 Message-ID: References: <33a411a4.265293876@news.scea.sony.com> NNTP-Posting-Host: dialup-11-52.netcomuk.co.uk X-newsreader: MT-NewsWatcher 2.2.2 In article <33a411a4.265293876@news.scea.sony.com>, jamin1@psu.edu (Jamin Frederick) wrote: > The message below was previously posted in SCEA. > I'm about to design a 2-d demo but I'd like to get some questions > answered before I decide on a resolution, especially the interlace > issue. I guess I'd like to see someone's viewpoint on the pros and > cons of choosing a particular resolution and some of the preliminary > decisions made about number of sprites, which ones to display, and OT > organization -- from someone who's made a few of these, or developer > support. If this is too general, maybe some discussion can be made > in context of a side-scrolling shooter, which is my first project. If > anyone can help, I'll expand a little more on my ideas...thanks. > Personally I've stuck with 320x240 for my first demos, and a game I'm working on at the moment, that's a sideways scroller mario type thing, and I have all the sprites and backgrounds set at eight bit and it all looks fine. Keep it simple for start and that will help you get a real grip on the system, then when you understand everything a lot better you can jump in with interlace and higher res stuff. Ira -- "The difference between the impossible and the possible lies in determination" -- Tommy Lasorda