Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by Blammo

It would be nice to be able to make two versions of a game at different scales but keep the same game logic - and I don't mean using the current "scale" parameter passed into main. I mean, for example, I might want to have a website that runs a game at 960x640 and uses a graphics set with 48-pixel tiles, and a phone version that runs at 480x320 and uses another graphics set with 24-pixel tiles - and maybe even a "mini" version at half that size!

Currently all I can do is make the pixels bigger or smaller. I could sort of hack it together, by coding for a large size and specifying 0.5 or 0.25 in the scale param, but that's not as nice.

No big deal if you can't do this - just a thought, that's all. :o)

1 decade ago by Arantor

Well, you can sort of it do it already. In an entity's init routine, check for ig.ua contents and resize the entity based on that.

Similar sort of deal with map tiles, and a custom loadLevel routine. Of course it's not built in right now but it is certainly doable without vast amounts of work.

1 decade ago by quidmonkey

You might find my scaling individual Entities tutorial helpful.
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