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[Programming] Thread: Restricting masking of red pandas since 2013.
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fortunately XNA has a very robust Rectangle class which helps you through the basics
the biggest bitch is that XNA is resolution agnostic, or more appropriately, resolution retarded, so you have to do all scale factoring and everything yourself if you want to support more than one resolution AT ANY POINT in the future
so I have to write an elaborate system to calculate the "actual" real estate my views were taking up on a monitor based on the current resolution of the window, etc
ie, if a button is "50 pixels wide", but running at 70% of the optimal resolution... it's actually located at X, Y, and is W,H big
yup
the real pain will come when I have to do text label cropping and such, because you don't render text with spatial dimensions. you just give it a font and a string and XNA decides what to do... so cropping and word wrapping must be written from scratch
Let me correct myself
for RENDERING, XNA handles the sizing
I don't have to TELL my button to render smaller to fit into the window
however, I do have to take into account the window size when assessing mouse clicks
so if I say a button is 50,50,200,50 (x,y,w,h)
when I read a mouse click at 45,45... if my window is smaller than the resolution at which I assume when I program my interface, that click may very well be valid, so I have to account for that, because MonoGame (and I assume just window frameworks like TK in general), report "real" pixels when taking mouse input.
So once you get into that, AND a 5-deep hierarchy of nested GUI assets that may have scale factors applied to them.... it gets intense
One x/y coord to scale, versus all the xywh of your interaction areas.
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Seems easier if I'm understanding him right. Work with the "screen" object before the render? Not sure how that applies, I've never really delved too deep past a fixed aspect with rendering.
well I have to account for internal scales too (a button sized to 0.5 scale, for example), so I just lumped it into the hit test on the views themselves, rather than have it in two different places
because I have to position and lay everything out based on a one-true-resolution, I thought it was also reasonable to treat the mouse clicks similarly everywhere except the ugly internals of the interactive GUI objects
this is similar to how apple does it with the Retina vs. Non-Retina programming... your events and GUI layout are all based an identical scale of numbers. they do all the conversion behind the scenes
It just so happened I base mine on the maximum possible scale, and they base theirs on the lowest
Frankly if there's anything that I could do differently it would go far beyond how to deal with translating mouse coordinates
I really burn with the desire to have a full fledged GUI editor so I can start drag and dropping controls rather than spamming F5 while adjusting pixel values 3 or 4 units at a time
and
"an 4x strategy game AI that the player can play against"
Really just developer tasks. We can really make anything (like flyspray, bugzilla, etc) do what we need it to do, though. And yeah JIRA was mentioned because that's what our contractor uses, but we don't have any money for that.
Almost no one makes something that simple.
A lot of commercial games wont!
I love that Dungeon Defenders actually lets you type in a number for the resolution.
Also, there's a funny effect where some games autosize to a low resolution and actually start, but display in triplicate - one per monitor
It would handle that if my graphic assets were vector
It's just not worth the pain.
MonoGame's answer is to letterbox the stage
Now you've got me trying to question how to handle that. I probably won't, but still that's a super niche issue that I'm surprised isn't addressed at the engine level.
As long as you don't crash. I'm looking at you bunch of EA games!
Windowed mode. I can fit a 1920x1080 window trivially, but not in fullscreen
I hate games that don't have windowed mode, it baffles my fucking mind that they don't. I remember in the haydays of directX though, the calls to draw full screen exclusive and windowed mode were slightly different, so most didn't bother.
I have Tomcat7 running on this machine. I copy the folder to the webapps directory... However the problem is that there is no WEB-INF in the Eventum directory. Does that mean I have to make it? I've never seen anything like this before.
but really a truly aspect independent game requires a ton of UI forethought
and in a game as menu-driven as mine that's pretty hard to achieve
AngryBirds for example would be much easier to aspect-ratio adapt than, say, Rome: Total War
in other words... it's all about the assets, not the code
Install Apache/MySQL/PHP stack, put in web folder, browse.
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Yeah, but it is possible even in those games. A lot of games have UI anchored to corners, in which case it still can be, or anchored to a side, in which case you just need a bit of extra work to draw filler (or use the space by resizing sub-components), or there's arbitrary positioning UI in which case it should still work. Essentially there's less physical space taking up the UI, but they take up the same pixels. Quite a few games do something like this (notably Paradox games, which all seem to work properly if they're even remotely recent)
Totally. Aspect ratio is a design challenge, not a technical one.
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Not a web service!
A web server! :rotate:
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Is this something other than the TV show for you?
Because that show was awesome
I was majoring in Astrophysics, and oh man what a fiasco that was.
Sounds like you have one already, but in case it doesn't work out, Jira has a cloud version at 10 users for $10/mo. It goes up dramatically if you add user 11, but for small teams it's unbeatable.