KrushBrother's Forum Posts

  • Hi Sonica.

    Welcome to the forum.

    Try using the sysinfo object, using its GetScreenWidth and GetScreenHeight functions.

    Krush.

  • Isn't that a matter of four mouse clicks instead of one?

    Depends on how many groups you want to disable for debugging purposes.

    4 clicks become 16

    10 clicks become 40

    etc.

    Krush.

  • Anyway, it's looking like to be safe in fullscreen mode you're going to have to make custom sizing and black-bar-cropping stuff no matter what.

    Well, I think the stretching of a 4:3 ratio game is minimal when displayed on both 6:9 and 6:10 ratio screens (no idea what it looks like on a 5:4 ), so I think I'll go for 4:3 at 1024x768 for anything I create.

    I've uploaded the results of my experiments the last day or so in the uploads section:

    It runs in a borderless window , and stretches to fullscreen without changing the resolution with no impact on performance, and you're just getting the graphics card to do the scaling rather than letting the monitor do it when you change resolution.

    I don't know what the OP got out of this thread, but at least it made me tackle something I hadn't got around to looking at.

    Krush.

  • I know some people have a different way of doing this, but I thought I'd upload an example of my solution to the problem.

    After some experimenting, it seemed to me that it would be best to make a game in 4:3 ratio, and let the widescreen users put up with the stretching, which is less than you might think.

    Also, rather than switching the monitor to the resolution required for the game (which can always be left as an option to the user), I experimented with stretching the game window to the users desktop resolution to fill the screen.

    The uploaded cap also has a couple of performance tests, like background warp and 800 sprites, just to see if the stretching technique actually affected the speed of a game.

    It runs in a borderless window 1024x768 and is stretched to match your resolution for fullscreen.

    [attachment=0:o3gxqp8i][/attachment:o3gxqp8i]

    Comments welcome,

    Krush.

  • Don't know if it's been requested before, but it would be nice to have some way of enabling and disabling groups without having to edit them and clicking the disable checkbox.

    Maybe a checkbox or a toggle button on the group name bar?

    Unless I've missed it and there's already a way of doing this.

    Krush.

  • OK, so why not enable autobackup with 999 backups or something? Or I suppose you'd prefer the kind of workflow where you edit your application saving normally, and at the end before closing save a new version?

    I'm not a fan of autosave/autobackup, and I usually disable it in anything I use.

    No reason why it can't be left in there for those that like it though.

    My reason for wanting iterative save would be control.

    Lucid hit upon what I mean when he said it's like a permanent undo point.

    I like to save a new version when I've made enough progress to warrant it, like fixing a certain bug, or adding a certain amount of features, so I can always go back to that point if need be.

    Krush.

  • I don't notice any stretching when I do that.

    Really?

    How does it appear on yours?

    Maybe you're not seeing it because it is slight.

    If you make a new app at 640x480 and create a tiled background 32x32 with pixel edge and a different colour interior, and then set it to fill the whole screen area, when you run it in a window they're perfect squares, but run it fullscreen and you can see that there is slight stretching horizontally.

    Lost My Keys, what the hell is your problem?

    Why post in a thread that doesn't interest you?

    If you think you've got screen resolutions sorted (and that thread I referred to earlier is far from conclusive proof) then good for you.

    Now take that bug out of your arse and let the forum serve it's purpose.

    Krush.

  • Maybe not totally necessary, but then again neither are shortcut keys when you think about it. But they do help with work flow.

    Yay!

    At least Deadeye and Lucid see the point of the request.

    It's amazing how many people seem to argue against having it, even though it wouldn't affect them at all.

    The keyboard shortcuts are a perfect example.

    Krush.

  • age on the internet is completely random, this guy could be 50+ for all we know, it wouldn't make a diff.

    Yes it would.

    It's quite normal for kids to let their enthusiasm get the better of them, growing out of the "I'm the best and I know best" attitude as they grow through their teens.

    It's part of growing up, and there's nothing wrong with that.

    It's not quite the same if someone reaches 50+ with that attitude still intact, because it's a very immature way of acting.

    Which is why I was giving him the benefit of the doubt by saying he was 12 or 13, because no-one should act like that beyond those years.

    Krush.

  • Or, taking Deadeye's example further:

    + Start of comparison
        -> Set global('sample') to Random Object.value('variable')
        -> Set global('TestFlag') to 0
    
    + For each object
        -> Compare object.Value('variable') to global('sample')
            -> If Variable<>Sample then set global('TestFlag') to 1
    
    + Compare:  global('TestFlag')
        -> If 0 do you thing![/code:28sb9ktb]
    
    In short, you set a flag to 0, choose one of the objects at random and take that value as a sample, then loop through all objects checking the contents against the sample each time, setting the flag to 1 if the compare on any of the objects fails.
    
    This way, the only way the flag will still be 0 after the looped compare has taken place is if ALL the variables of the object are the same.
    
    Krush.
  • On further investigation I've come to the following conclusion.

    A 4:3 ratio game running on a 16:9 widescreen monitor or TV is stretched a little bit, but not as much as you'd think.

    I can't say how it looks on a 6:10 monitor because the one I have is not connected to a computer at the moment, but I will hook my laptop up to it at some point to see how it looks.

    I imagine it's not going to look that bad.

    As for making a game in widescreen, I think the way I'll go eventually is to do what Niffla did with Knytt Stories, and create the game in 4:3 and put my own borders in there.

    Also, and I'm yet to do any performance tests on this, I think that rather than changing resolutions of the users computer, it may be best to hide the title bar of your game so that it floats without borders, get the current screen resolution on the users computer and change the window size to those, and then position the window at 0,0.

    Early tests on this look good, but as I say, I haven't done any performance tests on stretching this way.

    Krush.

  • Yes, but if he codes it to widescreen, how's that going to look in 4:3?

    While we're at it, how do we find the screen resolution that the user is currently running?

    The reason I ask is that because of this thread, I'm messing about with screen sizes and I'll need to get the users resolution to do what I have in mind.

    Scrub that!

    I've found the sysinfo object.

    I've also found a thread on screen resolutions which you and lost my keys (among others) have contributed, which I don't think I've read with any interest before.

    For the OP, the thread is http://www.scirra.com/forum/viewtopic.php?f=3&t=5136

    Krush.

  • Yeah, your monitor should give you a clue as to which your monitor is, but I'm not sure whether you're after that or the monitor size of users of your program.

    If you decide to hard-code your screen size to widescreen 6:9 ratio, there'll be users using 6:10 ratio or 4:3 ratio that will have to use it stretched, and vice versa.

    You're never going to be able to please everyone unless you give the users the option to display it in all 3 (6:9, 6:10 and 4:3).

    I was speaking to someone recently who was using a 5:4 ratio, and I didn't believe them at first, but it was true.

    If the game is mainly for yourself, I'd just go with whatever ratio you need and let others put up with it.

    If you are more interested in other people being able to use it, work out a way to have the user select a ratio.

    Krush.

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  • I'm disappointed Ashley.

    Clicking Save or Save Iteration requires no further action on the users part.

    Save As requires you to decide what you want to call the file before clicking on another button.

    I thought that would have been obvious. lol

    Krush.

  • Any guesses as to the age of the OP?

    I'd say 12-13 tops.

    Got to love the enthusiasm, but it needs to be tempered with a large amount of realism.

    You see so many posts like this on Dev sites.

    Krush.