Re: [GD-General] More screen res love (tile graphics)
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From: Tom S. <to...@pi...> - 2003-03-30 22:05:31
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> So what I've thought about is forcing 1024x768, and just centering on
> systems that are running at a higher resolution, and possibly
> allowing an override.
I'm confused... isn't the problem different aspect ratios? I don't see
how different resolutions from your target resolution with the same aspect
ratio are a problem. Tom
----- Original Message -----
From: "Brian Hook" <ho...@py...>
To: <gam...@li...>
Sent: Sunday, March 30, 2003 1:01 PM
Subject: [GD-General] More screen res love (tile graphics)
You know, a whole book could be written about dealing with multiple
screen resolutions...
Handling text seems easy enough if you use something like FreeType.
Handling 3D stuff is obviously easy enough as well. The GUI
components can be handled either by drawing them vector style or by
having multiple resolutions for your components.
What doesn't scale well, unfortunately, are tile graphics, be they
isometric or just good old 2D grids. If your artists makes a set of
32x16 tiles designed for 640x480, then going to other resolutions is
going to be problematic.
For our lower end games it's reasonable to just choose a resolution
and say "Hey, deal with it".
The problem is that LCDs pretty much blow this to hell. If you force
1024x768 on a 1280x1024 LCD, the interpolation artifacts can be
extremely jarring, bad enough that a game with significant text isn't
playable (at least, to me).
So what I've thought about is forcing 1024x768, and just centering on
systems that are running at a higher resolution, and possibly
allowing an override.
Multi-monitor can really blow this to hell though, because there are
several distinct versions available and all have different semantics.
Doing something naively like simply centering a 1024x768 window is
very wrong when that window straddles both monitors; but on other
multi-mon configurations it won't straddle both, etc.
Brian
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