On Sep 28, 2005, at 11:49 AM, Sam Rowlands wrote:
The game is an Adventure game, like the old Zelda or Pokeyamom (I mean
Pokemon). The graphics are all tile based and are dependent on screen
size. For arguments sake lets say we are running in 1280 x 854, so
each tile is 128 x 128 thats ten tiles wide and 7 high. Its always 10
tiles wide so if its 640 x 480 the tile size is 64.
There is no law that you have to use the full screen for the game (even
in full screen mode). I have been designing my full screen games to be
4:3 aspect ratio, but the maximum resolution that I currently support
is 1024 x 768. You can draw a Window with a Black background and then
you have your Canvas/SpriteSurface/RB3D positioned in the center with a
black "border" around. This also keeps the game play the same whether
the user has a widescreen or not.
By limiting the screen to 1024 x 768, you will only be drawing 71% of
the current number of pixels (786,432 instead of 1,093,120) so you
should get about 25% more power.
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