• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
  • entries
    153
  • comments
    380
  • views
    162727

GUI resizeing

Sign in to follow this  
Followers 0
O-san

934 views

I have bought a Microsoft surface pro to develop on during my vacation. I found out that the game graphics needs to be resized. At native resolution (1920x1080) it was hard to click the GUI buttons, texts were very small and hard to read. So the past few days I have been implementing a scale value to all GUI elements and game graphics. Tedious and boring work but will hopefully it will be worthwhile for the player.

The graphics gets blurrier as the resolution scales up but I think it is worth it. Maybe later I will replace some graphics for these high resolution monitors.

A few screens showing the scaling:
(800 x 600)
scalescreen1.png

(1280 x 800)
scalescreen2.png

(1920 x 1200)
scalescreen3.png
Click image to view full resolution.

Thanks for reading! =)

2
Sign in to follow this  
Followers 0


5 Comments


Awesome work. I've been wondering how to handle multiple resolutions on a 2D game and you just nailed it.

 

Sure, it may look blurry on higher resolutions, but like you said, you can add "texture packs" to compensate, but to be honest it still looks great regardless of resolution, so hats off to you wink.png

0

Share this comment


Link to comment

Thanks for the comment, I'm glad I could give you some ideas. The scale multiplier is a rather simple calculation based upon the width of the current display divided by my reference width.

 

The screens should be visible now. The web hotel I'm using upgraded their storage last night.

0

Share this comment


Link to comment

To solve the blurry images, why not scale from the max resolution. Thus.... 1920x1080 = 1 and the rest are %'s from that which would be a downscale ( thus removing the pixelated effect )

0

Share this comment


Link to comment

Yes, that thought has occurred to me. Unfortunately most of the graphics were drawn without scaling in mind. For instance fonts and some graphical frames are one pixel wide at times and would be scaled away every other pixel if at 50% making the text unreadable. This could be solved by going with vector fonts instead but that's a whole new headache.

 

Another screen, showing the GUI slightly scaled.

scaling.png

 

I think it looks good enough for my purposes this time, maybe later I get around to sharpen it up.

0

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now