720P Resolution Beat Em Up Openbor Game

Bruce

Active member
Hello everyone,

I have not seen anyone creating the 720p resolution games for openbor.
Obviously there got to be a reason why.

I wanted to create a 720p resolution game although I haven't had the time yet.
Before I start putting my efforts into it, I want to make sure it is doable and not alot of disadvantages.

Can you someone please help me understanding why no one is working on 720p resolution games?
I know finding the 720p images is challenging.


Thank you
 
Last edited:
Hello everyone,

I have not seen anyone creating the 720p resolution games for openbor.
Obviously there got to be a reason why.

I wanted to create a 720p resolution game although I haven't had the time yet.
Before I start putting my efforts into it, I want to make sure it is doable and not alot of disadvantages.

Can you someone please help me understanding why no one is working on 720p resolution games?
I know finding the 720p images is challenging.


Thank you

First of all, this is a loaded question with an incorrect premise. There ARE high definition OpenBOR games, just not many.

As to why, because it's hard. Full stop.

Developing bitmapped assets suitable for high definition is prohibitively time consuming and expensive. Not just for independents, but big studios as well. The difficultly is logarithmic, not additive. SNK found this out the hard way when they nearly bankrupted themselves (again) on KOF 12-13. That's why modern "high def" sprites tend to veer toward a minimalist aesthetic with chibi entities. Even then, it's more than most individuals could hope to output.

DC
 
@Bruce
as DC mentioned, hand-drawn detailed stuff will be a challenge -

"faster" production can be achieved if you game uses pre-rendered stuff, cell shading or if you can manage to use AI tools to create high definition sprites from existing sprites or your own original artwork...



after that you still might have to do a second pass of all the art frames with Ebsynth to give the sprites more consistency.

anyway... 'tis better to have some funky decent-ish art than hire animation slaves from a sweatshop
 
@Bruce

what i said before needs lots of work too, it may entail finding a way to train the ai to get used to your drawing style, but theoretically , once you get the stuff right, things become easier

 
First of all, this is a loaded question with an incorrect premise. There ARE high definition OpenBOR games, just not many.

As to why, because it's hard. Full stop.

Developing bitmapped assets suitable for high definition is prohibitively time consuming and expensive. Not just for independents, but big studios as well. The difficultly is logarithmic, not additive. SNK found this out the hard way when they nearly bankrupted themselves (again) on KOF 12-13. That's why modern "high def" sprites tend to veer toward a minimalist aesthetic with chibi entities. Even then, it's more than most individuals could hope to output.

DC
Thanks alot for the info. I was thinking to use the sprites from existing good looking Mugen chars and high resolution backgrounds from someone else and then give them credits. This is more like a hobby hands on learning project. I have so much ideas in my mind for this project, but it will take me a long time to get it going because I am still a newbie :). I know it will be challenging but I love high resolution games....
Thank you
 
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