Hello all! I was wondering what the resolution people at sc2mapster mostly play at? Also, do you ever play less than at 1400 width?
I currently play at 1600x900, and would be building my map around a slightly smaller resolution (around 1400) to accommodate other users or people who might not always play on the same screen or computer.
Any input is also appreciated! Thanks for your time.
I'm not sure how this matters. Maybe the aspect ratio matters? I prefer 16:10 for a desktop, and 16:9 for a laptop. I absolutely need the extra vertical width.
It matters in a few different ways to me, and hopefully other prospective mappers that would be curious. First, I'd like to know the fastest and easiest possible route to appease a large crowd, and I would assume that is to poll a small amount of people. It is more accurate than for me to guess the general mass. I could use the system to get resolution and make the map custom per player basis, or just make the map generalized and simplify things. Looks to me like I can increase the limit from 1400 to 1600 in which I was originally looking at. I will probably go with 1600 by the looks of things, as small as the numbers I have so far. Hopefully for you 1920x1200 folks the icons (which are 64x64) will not be too small for you guys! It isn't for me anyways.
Thank you for all the input so far, thank you all!
I wouldn't waste time worrying about these things until AFTER you've reached your wide audience. No one cares about these things at first, but they'll help retain players later.
Icons as in dialog icons? You should've have to worry about those sizes since they scale depending on the player's resolution. Like setting an item or icon to size 64x64 will not be 64x64 pixels.
What might be worrysome is the aspect ratio. If you built a dialog interface from a wider screen like 16:9, items might overlap in say 4:3 ratios.
If someone still owns a 4:3 ratio monitor that is entirely their fault imo.
EDIT: Oh and I run 2 1920x1080 monitors, and then a 1920x1200. I also have a 1600x900 hooked up, but I never play any games on that monitor. I only use it for monitoring stocks and suck, as it is up higher above my main 3.
If someone still owns a 4:3 ratio monitor that is entirely their fault imo.
EDIT: Oh and I run 2 1920x1080 monitors, and then a 1920x1200. I also have a 1600x900 hooked up, but I never play any games on that monitor. I only use it for monitoring stocks and suck, as it is up higher above my main 3.
It's not necessarily the monitor. Since some players play in windowed mode. Some weeks ago I got complains that someone couldn't read my cinematic text, which was strange because I tested it in 4:3, 16:9 as well as 16:10. Turned out that he was playing in some weird windowed mode. I didn't ask for his aspect ratio back then, but recent testing revealed that it must have been something like 1:1 or even worse like 4:5, but yeah that's abolutly their fault.
Isn't that a very ignorant way of seeing it? If you're a developer, you're not just going to ignore certain resolutions if you want to reach out to as many people as possible. In particular since this is even a map/mod in a game that directly supports resolutions down to 5:4 ratio. If you however, don't care about publicity and popularity (or have a such less demanding interface that it never messes up), then I guess it's not a big deal.
But yeah, for the interface specifically, I'd go for an aspect ratio of 5:4 (which the only one seems to be 1280x1024, unless you run in a windowed mode. For a dialog interface to be 100% of it's original size, the resolution would be set to 1600x1280)
@Myself though, I run with 2 display monitors, one being 1920x1080 and the other being 1680x1050. Which one I play at differs on the occasion.
Edit: if you want some insight of resolutions there's a steam hardware survey collected here since April 2011
http://en.wikipedia.org/wiki/Display_resolution#Computer_Monitors
It do give the results that about 13% of the test subjects still have a 1280x1024 as display settings.
You can always optimize the interface to be better, more fleshed-out, etc. on widescreen formats such at 16:10 and 16:9, but every mapmaker MUST keep it compatible with 4:3.
Also, a 64x64 size icon in Starcraft 2 is 64p x 64p on-screen at 1600x1200, 1920x1200, or any other resolution with 1200 as its vertical height. At smaller resolutions, the icon is scaled down, and at larger resolutions the icon is scaled up. For this reason, you've got to have the icon source at a resolution at least equal to the dialog size you're using in the editor. It's also worth, if you can, using art with a resolution 1.5x higher, to make sure that people with even higher resolutions don't get a blurry interface.
Most people don't have a vertical resolution above 1200 though, so it's generally safe to keep at a 1:1 ratio with source art resolution to in-game dialog size. Also, you can deal with widescreen art differently by setting the game interface to scale to the horizontal resolution instead of the vertical resolution if you so desire (map options setting, iirc), but this is dangerous on super wide screens.
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Hello all! I was wondering what the resolution people at sc2mapster mostly play at? Also, do you ever play less than at 1400 width?
I currently play at 1600x900, and would be building my map around a slightly smaller resolution (around 1400) to accommodate other users or people who might not always play on the same screen or computer.
Any input is also appreciated! Thanks for your time.
1680x1050 :)
1680 x 1050
I build my map around the base SC2 resolution, 1600 x 1200. No exceptions.
1920x1200.
I'm not sure how this matters. Maybe the aspect ratio matters? I prefer 16:10 for a desktop, and 16:9 for a laptop. I absolutely need the extra vertical width.
@Vexal: Go
It matters in a few different ways to me, and hopefully other prospective mappers that would be curious. First, I'd like to know the fastest and easiest possible route to appease a large crowd, and I would assume that is to poll a small amount of people. It is more accurate than for me to guess the general mass. I could use the system to get resolution and make the map custom per player basis, or just make the map generalized and simplify things. Looks to me like I can increase the limit from 1400 to 1600 in which I was originally looking at. I will probably go with 1600 by the looks of things, as small as the numbers I have so far. Hopefully for you 1920x1200 folks the icons (which are 64x64) will not be too small for you guys! It isn't for me anyways.
Thank you for all the input so far, thank you all!
@Enexy: Go
I wouldn't waste time worrying about these things until AFTER you've reached your wide audience. No one cares about these things at first, but they'll help retain players later.
Icons as in dialog icons? You should've have to worry about those sizes since they scale depending on the player's resolution. Like setting an item or icon to size 64x64 will not be 64x64 pixels.
What might be worrysome is the aspect ratio. If you built a dialog interface from a wider screen like 16:9, items might overlap in say 4:3 ratios.
@tordecybombo: Go
If someone still owns a 4:3 ratio monitor that is entirely their fault imo.
EDIT: Oh and I run 2 1920x1080 monitors, and then a 1920x1200. I also have a 1600x900 hooked up, but I never play any games on that monitor. I only use it for monitoring stocks and suck, as it is up higher above my main 3.
Great to be back and part of the community again!
It's not necessarily the monitor. Since some players play in windowed mode. Some weeks ago I got complains that someone couldn't read my cinematic text, which was strange because I tested it in 4:3, 16:9 as well as 16:10. Turned out that he was playing in some weird windowed mode. I didn't ask for his aspect ratio back then, but recent testing revealed that it must have been something like 1:1 or even worse like 4:5, but yeah that's abolutly their fault.
Edit: I run 1680:1050 (16:10)
@TacoManStan: Go
Isn't that a very ignorant way of seeing it? If you're a developer, you're not just going to ignore certain resolutions if you want to reach out to as many people as possible. In particular since this is even a map/mod in a game that directly supports resolutions down to 5:4 ratio. If you however, don't care about publicity and popularity (or have a such less demanding interface that it never messes up), then I guess it's not a big deal.
But yeah, for the interface specifically, I'd go for an aspect ratio of 5:4 (which the only one seems to be 1280x1024, unless you run in a windowed mode. For a dialog interface to be 100% of it's original size, the resolution would be set to 1600x1280)
@Myself though, I run with 2 display monitors, one being 1920x1080 and the other being 1680x1050. Which one I play at differs on the occasion.
Edit: if you want some insight of resolutions there's a steam hardware survey collected here since April 2011 http://en.wikipedia.org/wiki/Display_resolution#Computer_Monitors It do give the results that about 13% of the test subjects still have a 1280x1024 as display settings.
@Mexaprone: Go
Thank you for that wiki link, Mexaprone, really solved a lot for me.
You can always optimize the interface to be better, more fleshed-out, etc. on widescreen formats such at 16:10 and 16:9, but every mapmaker MUST keep it compatible with 4:3.
Also, a 64x64 size icon in Starcraft 2 is 64p x 64p on-screen at 1600x1200, 1920x1200, or any other resolution with 1200 as its vertical height. At smaller resolutions, the icon is scaled down, and at larger resolutions the icon is scaled up. For this reason, you've got to have the icon source at a resolution at least equal to the dialog size you're using in the editor. It's also worth, if you can, using art with a resolution 1.5x higher, to make sure that people with even higher resolutions don't get a blurry interface.
Most people don't have a vertical resolution above 1200 though, so it's generally safe to keep at a 1:1 ratio with source art resolution to in-game dialog size. Also, you can deal with widescreen art differently by setting the game interface to scale to the horizontal resolution instead of the vertical resolution if you so desire (map options setting, iirc), but this is dangerous on super wide screens.