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Messages - Summers

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1
Technical forum / Re: Screen Size
« on: August 13, 2012, 11:34:55 AM »
Hi. I work with small team making casual first person hidden objects. To cover most variety of screens (widescreen and non) we created template based on 1280x768 initial screen size.
http://dl.dropbox.com/u/54113115/resolution_template.jpg
where only green area is used for player actions and only this area should be visible at screen for sure - the other parts could be cut off or not , they are not used in gameplay.
So the picture should always maintain aspect ratio and fit the whole screen with no black bars (maybe except fullscreen video) - everything that outside the screen is cut out.

here i made some preview for several resolutions.
http://dl.dropbox.com/u/54113115/resolution_preview.jpg

ofcourse cutting out some parts of an image is not good BUT - game developer have great option of covering most screen aspect ratios and some players dont have to see those crappy black bars just because they dont have right monitor :)
what do you think?

2
Feature requests, suggestions / Re: Incorrect particles FadeOut
« on: August 13, 2012, 10:55:08 AM »
Hm. it seems i'm the only one who see this bug in  particles. Does anyone uses particles at all?

3
Feature requests, suggestions / Incorrect particles FadeOut
« on: February 14, 2012, 09:33:08 PM »
Hi everyone. I didnt find that problem to be discussed somewhere so i posted.
While testing particle system abilities i found that particles start to FadeOut only after they finish their path and stop. It's not so bad when FadeOut time is very short, but if we need particle to move and slowly FadeOut like fog, smoke etc ( and I know that most effects in games behave like this) there's a real problem.
So my suggestion is:
-Particle shouldnt stop while FadingOut and die only when FadeOut is finished or
-FadeOut starts at time = particle_LifeTime - FadeOutTime. so the particle fade out before stop.

maybe there's other standart way to solve this problem?

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