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Personally I draw at 4* the size of the intended resolution of the game. In my case the native resolution of the game is 1920x1080, so 7680*4320 is the size of the drawing. I make the canvas slightly larger than that to act as a border in case I want to pan or zoom the image at points in the game.
In the case of separate files, you'll need to be drawing at a higher resolution, ideally 2x (so: 3000px tall (FHD), 2000px tall (HD)), and then export the normal sprites at half resolution and the closeups at full resolution.
From this we can gleam two important facts. For single monitor users, the highest used resolutions is 1920 x 1080 (which is HD) with nearly 50% of the population. The next closest is 1366x768 at 22%, which is a very common laptop/netbook screen size. The rest are all in the low percents.
13 mar 2022 · I think most VNs are done in 1920x1080 these days, and I usually suggest making a sprite twice the height of the canvas size you're using. If that's too large, 1280x720 is also popular.
Text boxes in visual novels typically have backgrounds that cover the full screen, so 480x270. The text box is overlaid over the roughly bottom quarter of the screen, so it might be 60-70 pixels tall. You can usually see through the text box but important parts of the image are not placed there.
2 sty 2015 · You obviously want to create a Visual Novel, but you also want it to get recognition, to be read by people all over the world, and possibly to be sold. So basically, you need to do PR job. Don’t believe that PR and marketing are things should be addressed only once the game is created.
A visual novel (VN) is a form of digital interactive fiction. Visual novels are often associated with the medium of video games, but are not always labeled as such themselves. [1] They combine a textual narrative with static or animated illustrations and a varying degree of interactivity.