Game Development Community

TGB Art assets

by Trace Kern · in General Discussion · 10/13/2006 (10:30 pm) · 2 replies

Okay folks, figured I'd put this here since I can't figure out where else to put it.

I started running through the tutorials using the demo version of TGB just to get a feel. I am a little dissappointed that there is no integrated script/code editor, or pixel/sprite editor. The second I can deal with, the former though is a hinderance.
That said, I'm going to push ahead and learn how to use this beast so I can begin working on my own projects. I've got some hobby games I'd like to get finished, then tackle a real indie project.

Okay, here's my question. Since I have to create all art assets using an external program, I'm going to use Photoshop. Here's the rub though, I need to know a little more about formats, templates, settings and such.
When drawing sprites, what image sizes and resolutions are considered 'standards' for TGB?
What settings should I use for the canvas when working with sprites, tiles, animations, etc?

Baiscly what I'm asking is are there any tutorials or guides for making art assets for use in TGB?

Thanks in advance for any help.

#1
10/14/2006 (7:02 am)
Look into Torsion for a script editor.
www.sickheadgames.com

It is quite a nice product, and currently still free since its in beta.
#2
10/14/2006 (8:09 am)
Your art assets will depend mostly on your target resolution and color depth. Just about any site dedicated to tile and sprite editing has relevant information, even if not specifically targeted to TGB. You will want to use PNG files for your format, but your spritesheets and such can be compiled in a number of ways. I would recommend looking at the default artwork included with the engine and see how it works with the different resolutions and go from there to determine how you need to procede, sizing, etc.