On 20 October 2011 05:06, James Paige <[email protected]> wrote:
> On Wed, Oct 19, 2011 at 08:49:30AM -0500, Pete Michaud wrote:
>>    Hey everyone, this is my first message to the list, but I've been watching
>>    and tinkering with OHR practically since its original release. Pre shops!
>>    Anyway, I am toying with the concept of making the resolution larger, and
>>    I searched the list already and found a couple mentions of it, but I got a
>>    strong "thar be dragons" sense. Nothing specific, just
>>    "Let's change resolutions, maybe"
>>    "I'd rather stick my face in the microwave"
>>    Too much hard coded to assume 320x200? worried about backward
>>    compatibility?
>>    If I do it, I'd like to know what I'm getting into, and maybe get some
>>    help on where to begin. I already have all the source and everything I
>>    need, but as you know, it's a little hairy in there. I'm sure gotchas
>>    abound.
>>    Thanks a lot,
>>    Pete

Hello! Always pleased to see someone willing to help!

We're not as pessimistic about supporting more resolutions as you make
out. In fact it's something I'd like to get done within the next, say,
5 months.

All of the builtin menus in Game need to be replaced with slice
collections. Eventually we'll allow people to customise these, but at
first they'll be fixed. So this would be a good place to help (both
creating the slice collections, and rewriting the menus to use them),
in fact it'll be the bulk of the work. However, we haven't worked out
how slice based menus are going to work (how do you specify where they
menu items go? Will they be laid out in code, or by copying a template
slice?). I started on that recently, and I'll get back to work on it
when I find the time.

James already created wip/battle_layout.slice and also a collection
for shops which it seems he didn't upload. Note that these are
examples and not what the real slice collections will look like. The
real collections have to be robust to different resolutions, font
sizes, number of menu items, UI colours, global strings, and so on.

BTW, shift+! does not work in gfx_directx, you have to use a different
graphics backend (eg. "-gfx sdl")

> Hi, Pete! Right now there is no way to change resolution with scripts.
> There is a secret debug key you can use to change resolution; SHIFT+1+R
> and then drag the corner of the window. Obviously that is not suitable
> for a distributed game.
>
> We do indeed plan to allow games to choose other resolutions. Here are
> the obstacles blocking that feature that I can think of off the top of
> my head:
>
> * The battle system would still be 320x200, with empty space around its
> edges.
> * Built-in menus like inventory, equip, shops, etc would still be
> 320x200
> * We can't yet display text at any size other than 8x8 pixels.

Well actually we can, aside from the issue of fonts. Of course,
everything that's hard coded for an 8x8 font needs to be updated, but
switching to text slices solves that for free!

> * We would like to support portable versions like Android and iOS
> sometime in the future, and we don't want to allow people to use
> resolutions that couldn't work on those.

*don't want to allow people to use those resolutions without being
aware that their games won't work on those.

> * We want to make sure we have thought out all of the backwards
> compatability issues with this before we proceed

Well, are there any? If all existing games continue to run at only
320x200, there shouldn't be any problems.

> All of those issues can be solved.
>
> ---
> James
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