Re: Screensize
- From: "Antoine" <mail@xxxxxxxxxxxxx>
- Date: 12 Sep 2006 15:46:48 -0700
Elethiomel wrote:
Antoine wrote:
Jeff Lait wrote:
Antoine wrote:
Antoine wrote:
Hi all,
My tile-based game has a window size of 950 x 710 pixels - meaning that
you need a resolution of at least 1024 x 768 (for example) to play it.
Further question on this.
My tentative plan is to auto-maximise the game window if the game is
run in 1024x768.
Would people find this annoying?
I'd find having black bars on the side annoying, yes.
If you are doing a fixed res that doesn't fit, I'd much prefer a
windowed view over maximize with ugly black borders. Ideally, if you
full screen, you should stretch to fit regardless of the users
resolution. Running your game on my laptop may be annoying if
everything is too small due to my resolution. I then have to change my
resolution down to 1024 or what not, and that I find very annoying.
Hi Jeff,
Pygame seems to handle this reasonably well. In fullscreen mode, it
will change the resolution of your screen to the desired 1024 x 768;
when you minimise the app, you'll go back to the original res. So no
black bars and no need to manually change res - provided your screen
actually has a 1024 x 768 mode.
I tested this last night by setting my screen to a higher res (1400 x
1000 or whatever) and then starting up in fullscreen mode; it
seamlessly shifted back down to 1024 x 768, then back to 1400 x 1000
when I alt-tabbed out.
Unfortunately, this behaviour is at odds with certain setups - like
mine. I have a 1600x1200 main screen and a 1024x768 secondary screen. I
use the main screen for text editors, spreadsheets, games, movies and
the like, and the secondary screen for news&mail reading, chat programs,
debugger output, and other "secondary information". When a program
forcibly changes my resolution this is bad because it changes the offset
for my secondary screen windows, which move about and become unusable.
Also full-screen apps often take mouse control so I have no way to chat
or read mail (or scroll in spoilers, like I do for some roguelikes)
while the full-screen app is running. I love resizable-window games as
they are easy to switch focus to/from and I can use them with stuff on
the secondary screen easily. I would love a graphical roguelike game
that scales to my 1600x1200 screen /while windowed/ without the icons
becoming super tiny. As it is, I play text based roguelikes with a large
font so it takes most of my main screen in a DOS window, and this works
very well. Graphical roguelikes are cool, though.
I see, I see.
I think the next thing I need to do is to introduce a button to swap
between fullscreen and windowed mode, providing the res can go higher
than 1024x768 (if not, I'll still have to force fullscreen). That
should make the game playable for people in your situation (i.e. you
could go to windowed mode and hence avoid stuffing up your secondary
monitor).
Tackling the second problem - tiny icons at v high res - would require
scaling my tiles by non-integer factors. I'll remember this as
something to potentially do later...
A.
.
- References:
- Screensize
- From: Antoine
- Re: Screensize
- From: Antoine
- Re: Screensize
- From: Jeff Lait
- Re: Screensize
- From: Antoine
- Re: Screensize
- From: Elethiomel
- Screensize
- Prev by Date: Orange October Minigun 7DRL Challenge!
- Next by Date: Re: Orange October Minigun 7DRL Challenge!
- Previous by thread: Re: Screensize
- Next by thread: Re: Screensize
- Index(es):