[RockyRan] Project F-60 News #2

Posted by rockyran on June 5, 2007, 11:43 a.m.

For those who haven't caught onto my "game-trio farewell" deal, refer to this blog to find out.

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It's June 5th, and as you may know, the original date for starting my project was June 1st. You may also know that I actually started it in late May to give myself some extra time if I needed it, and I'm starting to see that perhaps I actually might.

Project F-60 is going great. I finished Stage 5 completely, Stage 6 will be a breeze to do (based on the design that I worked out) and the only one that will actually take me more than a week to make will be Stage 7. The stages, however, are actually the least of my worries. It's the bosses and the menus/GUI that's worrying me. The bosses will need a lot of work to do and a lot of balancing around, and I'm going to need quite a bit of time to do 6 of these little buggers. I'm also worrying about the menus because that's what usually takes me the most amount of time and I hate that. It's the most meager of features in my games that give me the post problems…argh!

The other thing that I'm worried about is still the problem of the screen resolution. As you might (or maybe not) have read, the game runs in a view of 320 X 240, and in order to truly appreciate the pixelart that I made, you NEED to change the monitor resolution to that 320 X 240. The problem is, however, that many people dislike it when GM games do that given that a lot of times it messes up their computers in some way. NOT changing the resolution will make GM stretch the images, blurring them in the process, and that's a pixeller's worst nightmare. Someone in the last blog suggested that I scale the images up by like 4, but that won't do because while the images and sprites may be changed, the stages and object placements won't and thus I'd have to redo every single stage, which I don't even want to think about. If anyone can come up with a solution to this HUGE problem of mine I will be very grateful.

As for music, I have no clue what Purianite is doing, given I haven't talked to him in over two weeks. I need to check up on that…

Comments

Bryan 17 years, 5 months ago

Make the view port 2x bigger, and use a 640*480 resolution, looks excellent =)

wazu 17 years, 5 months ago

Good point, make it an integer times larger, such as 2, 3 or 4.

Or you could code a script to scale everything and set everything's image_x/yscale to factor.

Gah, option one is SO much easier.

Amarin 17 years, 5 months ago
poultry 17 years, 5 months ago

Quote:

As for music, I have no clue what Purianite is doing, given I haven't talked to him in over two weeks. I need to check up on that…

Shit, I definately won't play this game now.

Amarin 17 years, 5 months ago

ChIkEn, you've been hating on me for no reason ever since I first got here. <_<

poultry 17 years, 5 months ago

I just seriously HATE your music… nothing against you, just your music.

[deleted user] 17 years, 5 months ago

I suggested scaling. With the scaling the images up, if you did it by 4 times, you could then add something like this in the room create event;

with (all){ x *= 4; y *= 4 }

But couldn't you just post two different versions of the game?

rockyran 17 years, 5 months ago

Thanks for the feedback guys, the Port on screen modification worked beautifully. Now the resolution doesn't have to be changed and there's no blur. Thanks for the help.

Vox, I'm sure that would work, but since the Port on Screen stuff works just as well, I'd rather not mess with the object placements. The game is being extremely picky in the placement of the object, and I'd rather just not touch it.

As for the two version thing, I don't even want to give the option for showing the blurred graphics. That's how bad the game with blurred graphics looks =P. Now, since the problem has been solved, I don't think I need to worry about it anymore, but if I run across more problems I'll try your way.

ChIkEn, I'm planning to add an option to turn off music and sound, so don't go chopping your head off.