In my next game I'm making, the map takes up the whole screen.
When the players maximize it, it only stretches NORTH to SOUTH. Could we have some kind of map option that it also stretches EAST to WEST?
Ex;
http://img255.imageshack.us/img255/1267/crystalalpha1ja4.png
(The Result of what I want) http://img521.imageshack.us/img521/5362/crystalajz5.png
(How it currently is) http://img509.imageshack.us/img509/7984/crystalbma3.png
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ID:260472
Nov 30 2007, 7:23 pm
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Nov 30 2007, 8:45 pm
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It is stretching in both ways. BYOND is just preserving the aspect ratio. You don't think that second image is a bit warped :P?
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In response to Theodis
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I realize it's warped quite a bit. But it also takes up that screen real estate that isn't being used :)
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In response to Flame Sage
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You could always put a nice little background when the player resizes it anyways they wish. However, that game itself looks pretty damn good so far as for the look of it. Good job and good luck.
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In response to Xooxer
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Xooxer wrote:
Change your world view to match the screen's aspect ratio.Well, I'm trying to match it to be exactly like a gameboy, so I can't change the world.view otherwise players will be able to see more than they should. I was thinking of somehow making a formula to set the map.size based on the window's size, could I do something like that? I wouldn't even know where to begin. |
In response to Xooxer
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Xooxer wrote:
Change your world view to match the screen's aspect ratio. Is there some kind of formula I can use Xooxer? |
In response to Flame Sage
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Grab a standard resolution, say, 800x600.
Dividing y by x, we find that the y-size should be 600/800 = 6/8 = 3/4 the x-size. So you just set world.view so that the y value is 3/4 of the x value. 12x9, for example. |
In response to Jp
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But I can't modify the world.view, because it has to be in aspect with the gameboy. (11x9 I think; off the top of my head) if I set it any higher, the user will be able to see more than they should.
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In response to Flame Sage
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I'm sure it would be easy enough to add this feature. You have already map stretching north to south, why not an option for east to west?
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In response to Flame Sage
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Flame Sage wrote:
I'm sure it would be easy enough to add this feature. You have already map stretching north to south, why not an option for east to west? The icon-size argument for map controls only takes a single value. Therefore, your icon does stretch east and west but has to be square with the stretch of north and south. I would imagine this would be an easy thing to add to byond. Then again, what do I know? Nothing. I am betting with a little math you could change the maps pos, size, icon-size values to get a proper stretch but you would still have to change the world.view like they said to something other than 9x11. Then just have the map cut off by the window so that it only appears that the map is 9x11. Of course, all that is simply theory. LIMERS AWAY! |
In response to Flame Sage
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Flame Sage wrote:
But I can't modify the world.view, because it has to be in aspect with the gameboy. You could always do something funky like this: http://fms.komkon.org/EmuWindows/VGB.gif Just, you know, instead of having a black background. :P |
In response to Xooxer
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Xooxer wrote:
Change your world view to match the screen's aspect ratio. Just bringing this topic back because I'm experiencing a similar problem. I thought it'd be cool to have the map take up the majority of the screen except for a little control bar at the bottom, but when the map stretches, it creates the black lines and I can't think of any good way to make that fit with the interface. The problem is, not all resolutions are the same width/height ratio. If you design the game to match a 800x600 resolution, then it'll look funky for someone who has 1280x720 resolution, and vice versa. What is more, my ideal interface has a static-height bottom bar, meaning the amount of stretch that the map requires would change depending on the size of the resolution. Basically there's no way to fit the map to any resolution. Sadly I don't think there's any solution for this, which troubles me because it makes it really difficult to design games with a map that can be resized. |
In response to Lummox JR
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Because for certain games, this would destroy it.
What if I want my player to have a limited view? |
In response to Lummox JR
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Lummox JR wrote:
Why not use a large view and make the map.icon_size constant? Dagnabbit, there's too many little interface features that I'm overlooking. Is it me, or is there no way to modify this in the interface editor? |
In response to Foomer
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Foomer wrote:
Dagnabbit, there's too many little interface features that I'm overlooking. Is it me, or is there no way to modify this in the interface editor? I haven't found a way. I hack the DMF manually, but there should definitely be an option in the editor. |
In response to Foomer
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Click the 'size to view' button under options while editing a map control, it has the icon size option at the bottom.
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In response to Nadrew
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Nadrew wrote:
Click the 'size to view' button under options while editing a map control, it has the icon size option at the bottom. Setting that only adjusts the width and height of the display, it doesn't seem to keep it from stretching. At least not in my experience. |
In response to Foomer
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<s>Basically "size to view" only makes the widthxheight view*icon size. By default, the view is 11x11 and icon size is 32. It doesn't work for stretching, so it's pointless unless you disable stretching.</s>
Hehe, when I looked at your examples, I figured out what you meant. You could make its size the same height as width somehow. Yeah, I don't like how it has to be black. If I wanna play something like TSiF, I'd die by thinking the edges contain more space to move in. Squash. |
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