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Space Fractal:
Here is some things, that can been remebed:


** KEYBOARD **


* Remappable. It for ALL keys, INCLUDNING the escape key.
* As Casto wrote: Dont rely hardcoded ENTER in the menu! This is key do a cab NOT have. Instead remap this as well of all others. It funier to use PL1 Start or the first button for that key instead of Enter. Othewice it would require AutoHotkey to remap that enterkey.
* If mouse is not required by the ingame, all menus should been navigation by a joystick, using ingame keys and button. And please hide the mouse pointer for that.
* When pressing Escape, it should exists direct to the frontend, regaardles, where you are in the game. You can use a pause key or such instead.
* Wait to exit, until the escapekey is RELASED (Some frontend may not wait the key to being released). It just for safe.
* Support for joystick for buttons up to 32 buttons (wich escape can been remaped here as well). GPwiz have more than 16 inputs, and is "gameport" based.
** SCREEN **


* 640x480 is the lowest resoulution need to been supported (Arcade monitor CAN support this mode interlaced).
* A 320x240 resoulutuin would been fine, but is NOT required (if you ask me). But if 320x240 can been used, please also try 321x240 as well as 320x240, and use that one, that exists. This because ArcadeVGA do NOT use 320x240, but 321x240.
* A vertical mode is also very nice, since some cabs use this. It not direct required, but it also would been fine.
** CONFIG & FOCUS **


* Do not use windows based options or help files, that can
Howard_Casto:
Something I wan't to disagree on.  If you intend to allow usage on arcade monitors 640x480 is acceptable, but in all honesty it's kinda crappy.  You'll look on your computer monitor and think "well that looks great" when runnning at 640x480.  The problem is arcade monitors do 640x480 interlaced, which is really 320x240 with every other line flickering between each other.  It makes the text horrible, certain colors horrible, and certain blend techniques all look horrible.  Now if your text and graphics are very crisp and "gi-normous" then this isn't an issue, but if you doing something with really tiny sprites (like a galaga remake) then it's gonna look bad in interlaced mode. 
Space Fractal:
It depend how the game is made.

All mayor pc games today can
Howard_Casto:
Well anything I make anymore is 100% scaleable. 

Things on the screen are positioned in percentages rather than absolute pixel values.  This way you can support any resolution. 
Space Fractal:
The problem is not in the game itself, but rather in the menu. This need to been redesigned a bit to fit correct into 320x240 or 640x240. I do have a plan for command line support, so it can been used from a frontend.

I may now create a little another menu on this low resoulution, since the game itself not have a problem with the low resoulution. I do not use percents, but rather in alignments instead (left, center, right and top, middle, bottom).

Anyway:

- 640x480 is required as minimum.
- 320x240 is luxus (but remember to check 321x240 as well, if 320x240 dosen
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