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Old 26 July 2013, 22:03   #220
Mrs Beanbag
Glastonbridge Software
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Join Date: Jan 2012
Location: Edinburgh/Scotland
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Quote:
Originally Posted by diablothe2nd View Post
thanks for the response Mrs B, but i was referring to the scrolling image and not the screen resolution. any ideas?
Oh you mean if you have one single, pre-rendered background? Usually scrolling games use a tile-based map and a physical screen only a bit larger than the visible area to hide the redrawing at the edges.

For a double buffered screen in 16 colours you could just about fit a 1300x1300 playing area into Chip RAM but that wouldn't leave much room for anything else, maybe 100k or so for your bobs/sprites. I wouldn't recommend trying to push the boundaries of Chip RAM if you want your game to run from Workbench though because you can't guarantee how much is already used up.
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