Asteroids with a funny twist! Game/toy

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Post » Thu Mar 27, 2008 9:13 am

And I bet they're still enjoying their 52nd playthrough of Half Life 2 on them. Look, I'm not saying you're wrong. I'm saying 1024x768 is not as bad as you're making it to be - even on aging computers. Forcing VGA resolution compatibility across the board for the sake of keeping some Windows ME or similarly ancient budget computer from y2k running with a sense of purpose is kinda flipping off the progress of yearly computational advance - not to mention it's not preparing for the near future.

The market trend is overwhelmingly widescreen high definition. What about the multitude of users with new and seemingly ridiculous WUXGA setups? 480p can take up less than 5 inches across on the smallest of those, and since you're most likely sitting at a desk in that situation you might as well pull out your Gameboy to experience the same effect.

There has to be balance between the old and new. 768p seems entirely reasonable to me, even on my own 4-year-old HP laptop.
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Post » Thu Mar 27, 2008 9:46 am

[quote="CaptainOblivious":1njootox]Look, I'm not saying you're wrong. I'm saying 1024x768 is not as bad as you're making it to be - even on aging computers.[/quote:1njootox]

I didn't say it was a bad resolution. I said it was a bad size for a window. Go ahead and make 1024x768 fullscreen games.

I can't recall ever using any games or programs that run in a statically sized 1024x768 window. And there's a good reason why... it's to big to cater to a significant portion of people.

In five or ten years when everyone in the world has HD monitors it won't matter. But if you really want to go blazing trails on your crusade to promote HD window sizes, go right ahead. You'll be alienating, or at the very least annoying, a large portion of potential players. Will they be able to play it if they change their desktop size? Sure. And so could I. But why the hell should I have to? It's a courtesy thing.

I guess if you don't care about alienating users, or you really just want to cater to the HD niche and not bother with anyone else, then that's fine, but it doesn't make my point any less valid.

And my point about making this particular game 800x600 still stands as well. I did it. It was a simple fix. I resized the window and then resized the map to fit it. It didn't seem to adversely affect my gameplay experience at all. In fact, it was more enjoyable, because it fit nicely on my screen.
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Post » Thu Mar 27, 2008 5:03 pm

[quote="Attan":2r0nqv8f]Why should the window size be smaller? I chose that size because i didn't want the screen to scroll, but i still wanted to be able to create variated levels (hard to do on a small screen).[/quote:2r0nqv8f]

Sorry to jack your thread, man. We're two different people with strong views on the subject. But the above quote is where I'll agree that your game would fit in a smaller window.

Of course, decreasing the playfield causes an inherent problem with all your sprites. They become 28% "bigger" onscreen. They're the same size, but now there's less acreage for which to act in. You'd have to shrink your sprites to about 75% their original size (Construct can do this in the object's properties window).

This isn't necessarily a bad thing. You don't have to change your playfield to accommodate for level variance. The SNES had a resolution of 512x448, yet it still produced gems like Chrono Trigger. If you really look at how modern games are made in HD, you'll notice the extra pixels don't really affect their design too much (16x9 aspect not withstanding). If they were to remake Chrono Trigger on Xbox360 or PS3, They surely wouldn't keep him at 30 pixels tall. Similarly, they wouldn't use 12-point font, would they? The game would be unplayable.

Games are still made with about 480 scanlines in mind, no matter the resolution. The games aren't really getting bigger playfields, they're just getting more detail per square inch. This allows for them to be scaled down to be played as low as VGA resolution and still be readable, playable.

And that's what you should consider with your Asteroids Push game thing. Would your levels fit on a standard 480-line tube TV? If not, you need to rethink sprite sizes, level density, and whitespace (get it? whitespace? aww) accordingly.

While I regard 768-windowed as perfectly fine during the transition to HD, I disagree with why you've chosen to have the high resolution. Deadeye is correct that you should want to make your game as accessible as possible, and he and many others still use equipment that can't support that in windowed mode, or they're unwilling to change their habits just for one program. They are valid points.

I know you put a lot of hard work into those nice graphics and want to show them off. Here's an idea, though. Play with that zoom function to always scale the whole playfield into the current window size. Make your game at a high resolution, and find a way to allow the user to switch window sizes at runtime (Ashley, is that possible?). That way, people who can run your game comfortably at a high resolution can do so, but people who wish to scale it down a bit won't miss out on anything.
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Post » Thu Mar 27, 2008 5:28 pm

[quote:ds4lfd1u]allow the user to switch window sizes at runtime[/quote:ds4lfd1u]

System - Set display resolution!

Just to throw in my thoughts:
I run a dual monitor setup, each display at 1024x768. Windows doesn't let you create windows bigger than a display (for a good reason), and with all the added window caption and borders, that means the window is squashed a bit. As a result, DirectX is scaling the display slightly smaller with a linear filter, which ends up "blurring" fine pixel graphics like text and reducing the quality of your graphics. Plus with a window the size of my display, I end up fiddling about trying to align it with my screen. The next build can change between fullscreen and windowed at runtime, though, so you could always have a 'Press F to go fullscreen' in the title screen or whatever - I really would rather go fullscreen at 1024x768 than windowed.
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Post » Thu Mar 27, 2008 5:58 pm

Whenever you talk about what's new or fixed in the next build my shriveled Grinch heart grows three sizes.

Sorry to have cluttered up your thread, Attan.
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Post » Fri Mar 28, 2008 2:14 am

Well... i could have solved it in many ways, but when i made it i didn't even plan to post it here. We just made it for fun but i thougth you might like it so i posted it her too. For now, i've just checked the fullscreen box, but i won't repost it. It's easy to do by your self.

But you have a point deadeye. I know how frustrating it can be when people make games that you can't play and tell you it is "standard" to have what it takes to play hit... hrm... pixel shaders.. Anyways, i didn't even think of the fact that some people might have a lower resolusion and what that might result. I will keep that in mind in the future!
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Post » Fri Mar 28, 2008 2:57 am

Nooo... don't keep it to yourself! I want to see the results of your collision experiments.

[quote="Attan":wnppv13n]hrm... pixel shaders..[/quote:wnppv13n]

AUGH DON'T GET ME STARTED *SHAKES FIST

:wink:
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Post » Tue Apr 01, 2008 2:22 pm

Nice game! I like it.
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