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Messages - Mikael

Pages: 1 [2] 3 4 ... 9
Technical forum / Re: Query regarding widescreen settings
« on: August 25, 2013, 02:49:43 AM »
I guess that you can run 1280 x 720 on most, if not all, devices which maximum resolution is higher (or identical to) 1280 x 720. I wonder how many devices that are around today, except for phones and MP3 players, with a maxumum resolution of 1280 x 720 or less. I don't think there are many widescreen Windows machines in circulation today with a lower resolution than 1360 x 768.

So, the question is which resolution to go with, 1366 x 768 or 1280 x 720?

Technical forum / Re: Query regarding widescreen settings
« on: August 24, 2013, 10:27:35 AM »
I found a solution!

When the aspect ratio doesn't fit your screen, you can see a list in wme.log of the resolutions that the engine "considers" before firing up the game. 1366 x 768 is not in the list, but 1360 x 768 is. So, I changed the project settings, and the size of my test splash screen to be make sure how it looks, to 1360 x 768, and it all starts up in no-nonsense full screen. Doing a quick search on Google, I see that 1360 x 768 is also a common maximum resolution, although it's aspect ratio actually is 16:9.04.

Edit: I see now that 1360 x 768 (and not 1366 x 768) is one of the possible resolutions on the screen I tested it on. So that's most likely what's controlling the different resolutions that are "considered" by WME. I just tried the 1360 x 768 project on my laptop, with its 1366 x 768 screen, and it worked perfectly.

Technical forum / Re: Query regarding widescreen settings
« on: August 24, 2013, 10:12:19 AM »
Thank you Fireside! It didn't occur to me to try lower resolutions, and 1280 x 720 works for me too.

However, I've been using 1024 x 768 in my 8 latest games, and I very rarely receive complaints from people who can't play the game due to resolution issues. So it feels kind of awkward to actually step down in vertical resolution.

I know that older types of widescreen TV's used 1280 x 720, but what other devices use it? I figured that all "modern" devices has a vertical resolution of at least 768 p, with the obvious exception of some older mobile devices.

Technical forum / Query regarding widescreen settings
« on: August 24, 2013, 02:19:48 AM »
I’m doing some tests with 16:9 format for the first time, and encountered something I can’t get my head around.

I’ve set my test project to 1366 x 768, which I thought might be a “safe “ resolution, since very few widescreen monitors use a lower resolution than that.

When running it on my  1920 x 1080 monitor, with “Run in window” unchecked , I hoped that the game would fill the whole screen. I still get quite large black borders around the gaming area though.
When checking wme.log, it says that “Game aspect ratio is the same as monitor aspect ratio”, which sounds good that far. It also says “Backup resolution:  1440 x 900”.
Upon checking, it indeed seems like the game changed my screen resolution to 1440 x 900 , and placed the 1366 x 768 scene inside of that (hence the black borders). It also messes up the aspect ratio slightly, since 1440 x 900 is 16:10.

Is there any way to get around this? Am I doing something wrong? What I obviously want is the monitor resolution to be set to 1366 x 768 upon starting the game, instead of 1440 x 900.

Thanks in advance for any help!

Technical forum / Re: Strange thumbnail proportions
« on: February 21, 2013, 07:39:40 PM »
I kind of figured that. And as I said, it's certainly not a problem. I had to ask to make sure that there wasn't an easy workaround though. Thanks for making this clear.

Technical forum / Re: Strange thumbnail proportions
« on: February 20, 2013, 09:09:42 PM »
Sorry, I forgot to mention that. Yes, it's when "mantain aspect ratio" is checked that the problem appears.

Technical forum / Strange thumbnail proportions
« on: February 20, 2013, 05:10:27 PM »
I have this strange problem with my saved games thumbnails.

I've set the thumbnail size in Program Manager to 176 x 132 pixels. When I run the game in Windowed mode, and make saves, the thumbs are stored as 176 x 132 images, just as expected. When saving when the game is run in full screen, however, the thumbs turn out rectangular and condensed (132 x 132 pixels):

When I run the game in screen resolution, the thumbs turns out window boxed in 93 x 93 pixels:

In other words, it's as if the thumbs condence the whole active area on the screen, rather then the gaming area.

While this isn't a big problem, I'd appreciate any help on how to get around it.

Technical forum / Re: Small inventory scrolling quirk
« on: February 05, 2012, 06:03:42 PM »
Still same result ... I guess that it's of no crucial importance how or where i place the code?

I think I see now... But it requires that the code is added everytime an object is removed from the inventory, and there's a potential risk for an "unwanted" blank?

Technical forum / Small inventory scrolling quirk
« on: February 05, 2012, 04:19:02 PM »
This is not a big problem, but if it could be fixed easily, it would be nice.

In my game, a total of 15 inventory items can be seen at once. In this first picture, I have 18 items, and the inventory has been scrolled all the way to the right, using the right arrow (not visible in the screencap, since no more right scrolling is possible). That means that 3 items are "hidden" to the left. Nothing strange this far.

Shortly after this scene, 4 items disappear from the inventory for various reasons. During that period, I don't have to access any of the 3 "hidden" items. That is, I don't have to scroll to the left. This leaves me with an inventory looking like this:

Is there any way to automatically fill the maximum number of blank spaces in the inventory?

Technical forum / Re: Problem with jigsaw puzzle
« on: July 12, 2009, 03:08:59 PM »
Thank you very much, but the problem was taken care of.



Technical forum / Problem with jigsaw puzzle
« on: July 11, 2009, 06:16:44 PM »
I have a slight problem with a puzzle that someone else helped me construct. That person is not available at the moment, so I can’t ask him for help now.

It’s all about a rather basic jigsaw puzzle with rotatable pieces. It works perfectly, except for one detail: The jigsaw is contained in one single scene, but you can back out of that scene and return to it later. However, once you’ve backed out of the jigsaw scene and returned, and continue to solve the jigsaw, the event that is supposed to be triggered when the jigsaw is solved never occurs. The victory condition is never met, so to speak. So something must be reset when the scene is reentered or backed out of.

If someone would be kind enough to take a look at it, I can send the link to a 7 MB file containing a project with the puzzle in question.



I'm an idiot, but how exactly do I incorporate that?



Technical forum / Re: Inventory hover and pressed appearance
« on: July 27, 2008, 11:32:48 PM »
In short: The images I've added for ImagePressed and ImageHover doesn't show up when the Appearance image is hovered or pressed. But as I said, it works in the preview mode.



Technical forum / Inventory hover and pressed appearance
« on: July 26, 2008, 07:59:52 PM »
I've set some images to be displayed while some buttons in my inventory are hovered and pressed. For some reason they are correctly displayed in the editor (the inventory.def WindowEdit), but doesn't work  in the game.

As usual, I'm probably missing something obvious?



Technical forum / Re: I need brave testers with wide screens
« on: July 25, 2008, 07:41:20 PM »
Tested without problems. And I must add that this feature is a VERY good idea. I hate to see games distorted on widescreen monitors.


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