Difference between revisions of "Art Specification Document"
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* The engine supports portable network graphics (PNG) format. Think 2D pixel art; the PNG format handles that job well. | * The engine supports portable network graphics (PNG) format. Think 2D pixel art; the PNG format handles that job well. | ||
* The color mode is 24 bits per pixel | * The color mode is 24 bits per pixel | ||
− | * The screen resolution, 320x240 | + | * The screen resolution, 320x240 pixels |
* The standard magenta (rgb <span style="color:rgb(255,0,255);">'''255,0,255'''</span>) is used for the transparent color. | * The standard magenta (rgb <span style="color:rgb(255,0,255);">'''255,0,255'''</span>) is used for the transparent color. | ||
Revision as of 22:37, 6 January 2013
Art Specs
At a Glance
When creating new brick sprites for Open Surge, please use the following export settings:
Bits-per-pixel | 24 |
Transparency | None |
Transparent color | #ff00ff |
Output format | PNG |
Contents
Introduction
Open Surge is a retro game. This means: low-res graphics.
Why low-res? Please read our philosophy. In a nutshell: really wide portability.
Specifications
Overview
The general idea is to create the look of a "cartoon-ish" retro game, including vibrant, saturated tones and an emphasis on pixel art. Keep the following in mind:
- The engine supports portable network graphics (PNG) format. Think 2D pixel art; the PNG format handles that job well.
- The color mode is 24 bits per pixel
- The screen resolution, 320x240 pixels
- The standard magenta (rgb 255,0,255) is used for the transparent color.
GUI
- Acessibility is everything
- Minimalism ("less is more")
Level graphics
Open Surge is NOT tile-based. It is brick-based. Bricks are blocks that are placed freely on the scene (examples: platforms, ramps, trees, plants). Some bricks can be animated, while others are obstacles (floor/walls). Furthermore, bricks can be passable in front of the players or behind them (decorative bricks).
Bricks can be of multiple sizes, even in the same level. Your designs can combine a rough layout of large pillars and platforms with the detail of small rocks and bushes. We can even create classic circular loops by combining a few bricks.
- Official bricksets must be grid-compatible. That is, the width and the height of every brick must be multiple of 8 (e.g., a brick of 16x16, 32x16 or 16x32 is okay, but one of 17x23 is not). Please read: Bricksets
- The game supports Parallax Scrolling. Backgrounds are usually large in width (about 500~1000 pixels wide) and have diverse heights. We attach the backgrounds to different layers (having different speeds) in order to create the parallax effect. Please read: Backgrounds
Items
- The items are diverse in terms of animation and size. Examples:
Enemies
- The enemies are also diverse, but they tend to be "small" in size and have few animation frames. Example:
Characters
- Characters have many animations and many frames. Each animation frame must fit roughly in 50x50 pixels.
- Available animations:
- stopped
- walking
- running
- jumping/charging/rolling
- ducking
- looking up
- pushing a wall
- death
- getting hit
- spring pad jump
- breathing underwater (air bubble)
- braking
- hold the ceiling
- ledge
- flying (only for "Neon" the Squirrel)
- climbing (only for "Charge" the Badger)
- waiting
- winning
- Examples:
Testing your art on the game
Please read: Sprites