Lately I've been trying to find a way to set the screen size to one set screen size for everyone that plays the game, so no one has an advantage for having a larger screen than some of the other players. I have a feeling this isn't fixed simply by coding.. and I believe it's the interface, but I really have no idea how to have the main map screen stay one size instead of it stretching out and becoming larger and cutting off the sides for people that have larger screen resolutions.
Is there possibly someone that could help or step me through a way to keep the main map screen one size for everyone?
ID:159204
Apr 20 2009, 9:09 pm
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In response to Mobius Evalon
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Mobius Evalon wrote:
The map element on the interface can be modified to any size and nobody can gain or lose anything, since the actual contents of the map control is limited to client.view, which is more often than not influenced by world.view. Yes I understand the concept, I'm more curious to the fact how other games are using this, for example.. Naruto GOA has a screen size that never changes and always stays at it's own personal resolution.. when you re-size your window the map does not become larger or smaller for whosoever screen res.. as for the stretch to fit.. it makes icons look horrible when you re-size your window. |
In response to Zekkeyen
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Zekkeyen wrote:
Yes I understand the concept, I'm more curious to the fact how other games are using this, for example.. Naruto GOA has a screen size that never changes and always stays at it's own personal resolution.. when you re-size your window the map does not become larger or smaller for whosoever screen res.. as for the stretch to fit.. it makes icons look horrible when you re-size your window. When you set just one anchor, the control doesn't resize, its' location just changes, whereas setting both anchors resizes the control relative to the window size. It sounds like N-GOA just does the former. As I stated in my original post, what the player actually sees is not affected; just because a 17x17 map is resized to occupy half the screen by the player does not mean they see any more than anyone else does, client.view restricts that. All that happens when you resize a map control is that you gain a lot of solid black "void" space (or the map stretches to fill the control size if icon-size is set to zero). Either way, neither situation results in the player seeing more then anyone else. The applications of the stretch to fit option may sometimes be desirable, such as I had said before about smaller resolutions not being able to fit all the map content in its full and true size. |
As for clipping off map content, the best you can really do is size the map control to the default viewsize and offer a "stretch to fit" option for those using a resolution too small to see it at full size (by setting the map's icon-size to 0).