ID:2396307
 
So I've been trying to look into a style of a game that has characters talking, as well as has a model to show with it, something like this:

https://gyazo.com/dec7fe3e2d113ba2a0160c28b0440c61

My question is, if I were ot get this commissioned by a artist, what exactly would I tell them in terms of dimensions in a game that had a standard Byond layout like :

https://gyazo.com/0b28a68c8decf21e2645f06e57f9e917

I'd want the first image to be not too big, but noticeable, and at the bottom, maybe have 2 characters Model and 'speech' one on top of the other. Tot he point wher ethey wouldnt be ontop of the characters themselves

What would be the Approx dimensions and sizes I'd ask for in this?
Just start the game and make screenshot.
Open it in paint, photoshop or any program you like, and make some concept.
My question is, if I were ot get this commissioned by a artist, what exactly would I tell them in terms of dimensions in a game that had a standard Byond layout like

In order to answer your own question (BTW, you are the only one that can answer this question.), you need to figure out what resolution your game is targeting, and how much of that area the sprites ought to take up.

For dialogue, the rule is generally the rule of thirds (one third of the dialogue scene's area is dedicated to text, the other 2/3rds are either left open for the gameplay scene to show a dialogue-related cutscene, or left for full character portraits.)

For in-dialogue portraits, you generally dedicate 1/8th of the horizontal space to character portraits, and about 3/4ths of the horizontal space to text.



For out-of-dialogue portraits, you generally dedicate 1/4th of the horizontal space per character and 1/3rd to 2/3rds of the vertical space per character.



For visual novel-esque dialogue scenes, you use about 1/2 of the width of the screen per character and 2/3rds or more vertical.

Just the answer I was looking for, thank you

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