KrushBrother's Recent Forum Activity

  • 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.

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  • 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.

  • 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.

  • Just use the screen ratio to work it out.

    For example;

    Widescreen (6:9 ratio) = 480x720

    Widescreen (6:10 ratio) = 480x800

    Krush.

  • I like this idea, and it has proved useful with other programs.

    Having both a Save and a Save Iteration would be good.

    As for the sizes and amount of files, 2 obvious solutions spring to mind.

    1 :: Self control: It's up to the user to keep an eye on the amount of files and filesize, and a good coder with poor organisational skills is a poor coder.

    2 :: An option in the preferences to set the amount of iterations to keep. Set it to 10 and when it reaches the limit it gets rid of the first of the backups and adds the new one.

    It could either delete the first of the current 10, or simply move it to a pre-defined directory.

    Krush.

  • And you can save the info in an external file like an ini if you wan't those things remembered between sessions.

    All those things you've mentioned simply require flags to decide the state of the boss battles etc, like Boss1= 0-not yet 1-battle 2-done, and simply act on that flag when you enter the room.

    Krush.

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KrushBrother

Member since 24 Sep, 2009

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