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Resolution question

Started by dapeos Jan 31, 2004 at 6:02 AM 2 replies 300+ views
Original Post
dapeos
dapeos
I am started on my breakout clone at first I was thinking of skipping this game since I already have a few under my belt but now I am really getting excited about pushing this game to the limits, drasticly improving my OO code and working in my knowledge of physics to really push the gameplay. So to get on with my question. Will people be more willing to play this game in Windowed mode or fullscreen? Should I offer both options? Should I let the user pick the screen resolution out of a predetermined set? I would make the textures problaby defualt to look good in 1280x1024 and I am wondering if I use some value to scale all the textures down for say 800x600 windowed mode would they loose alot. Or should just make the game and say screw the user. The process of changing res seems pretty stright forward but if you know of anypitfalls that I might run into let me know and save me some time. thanks in advance.
psykr
psykr
"screw the user" != good idea
You should try to let the user pick a resolution, windowed vs. fullscreen mode, if possible. If you''re not doing it simply because you''re lazy, that''s nto an excuse.

One of the pitfalls you have to look out for is when designing your HUD (if you''ll have one.) Since they are usually copied with textures, using them in a resolution other than their default forces you to find ways around the different sizes.

Other than the HUD problems, I don''t think there is anything to be worried about.
dapeos
dapeos
Thats the encouragement I needed because I am not lazy, thank you. could anyone tell me if there is a good tutorial on setting up a constructive HUD?
thanks
SpaceDude
SpaceDude
>>I would make the textures problaby defualt to look good in 1280x1024 and I am wondering if I use some value to scale all the textures down for say 800x600 windowed mode would they loose alot.

Unless you are programming a 2D game i don''t really see what the size of the textures have to do with the resolution. Textures will simply look better in higher resolutions, and worse in lower resolutions. There is no need for any scaling here.

For the HUD, i think you want to set up different zones, like top left/top center/top right... and keep the size in pixels of each part of your HUD the same for each resolution, but of course when you go into lower resolutions your hud will appear bigger relative to the size of the screen. And as long as there is no overlap between say top left and top center, it should all look pretty decent.

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