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Work in Progress / [AGK-Community Project] ADG Arcade!

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Bursar
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Posted: 6th Sep 2011 13:06
Quote: "If you fired a missile close to a magnet/black hole it would steer off course."

http://en.wikipedia.org/wiki/Spacewar!

Damn whipper-snappers!
Hodgey
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Posted: 6th Sep 2011 13:09
Quote: "The ships fire missiles that are unaffected by gravity (due to a lack of processing time)"

Hahahaha that is funny but baxslash I believe we both got ninja'd. Bursar you're definately on 2 now!

Bursar
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Posted: 6th Sep 2011 13:11
Yeah, you're only about 50 years too late for that one!
Hodgey
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Posted: 6th Sep 2011 13:20
Quote: "Yeah, you're only about 50 years too late for that one! "

Hey, it's not my fault everyone keeps stealing my ideas...even before I was born. Although they didn't make so that the missiles were affected by the black hole so I'm still in the game (I love puns).

baxslash
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Posted: 6th Sep 2011 13:24
Quote: "Damn whipper-snappers!"

If you remember that game then I'll allow you that one, my guess is you Googled it... either that or I'm being disrespectful to my elders (which doesn't happen here very often)

The earliest game involving black holes I remember actually playing was this one:
http://www.mobygames.com/game/zx-spectrum/black-hole

Bursar
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Posted: 6th Sep 2011 13:46
No, I'm not quite that old, but I like to think I know a bit about video game history
baxslash
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Posted: 6th Sep 2011 15:32 Edited at: 6th Sep 2011 15:32
Quote: "No, I'm not quite that old, but I like to think I know a bit about video game history"

I have to admit I didn't know it went back that far!

Here's a new screenshot. I changed the graphics slightly although I'm not sure I like it exactly as it is:


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Bursar
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Posted: 6th Sep 2011 17:14
I've attached some asteroid images from a really old project that you're welcome to use.

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Deathead
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Posted: 6th Sep 2011 17:18
@Baxslash: Would be cool in a 8-bit pixel look. In-fact I think a lot of titles on this would be cooler as you could have it as a general theme as you are going for a "Arcade" theme. Wish you all the best of luck on your projects.

baxslash
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Posted: 6th Sep 2011 17:23
Quote: "I've attached some asteroid images from a really old project that you're welcome to use."

They're really nice thanks Bursar but I'm going for a less realistic looking game. Maybe someone else could use them though

Quote: "Would be cool in a 8-bit pixel look."

I started out that way and may go back slightly in that direction, I haven't fully decided yet. Still experimenting. You might be able to see my missiles are still very 'pixelated'... I'm thinking of a combination of pixelated and silhoette at the moment.

Deathead
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Posted: 6th Sep 2011 17:53 Edited at: 6th Sep 2011 18:42
@Baxslash: Although I'm rather busy atm I could do some sprites for your project considering it is just 2d images, also I threw up a quick mock-up scene just to show what I'm capable of in 2d pixels.lol It keeps to your silhouette idea.


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baxslash
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Posted: 6th Sep 2011 18:04
That's awesome @Deathead! I could do with some graphics, I'm happy with my own meteors at the moment but I would kill for some cool looking rocket launchers. I'm imagining I'll need something like about 6 different launchers that could be ground or vehicle mounted, I want the user to be able to click to select the current launcher as some launchers may take longer than others to be reloaded.

If you could do one or two launchers that would probably be enough to get things moving and I can see if we're on the same page. Oh, the actual launcher "turret" will need to be separate from the body so I can aim it at the mouse position.

I may request some HUD images too but I quite enjoy doing the artwork myself a lot of the time (it gives me a break from the coding!!)

Thanks!

Deathead
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Posted: 6th Sep 2011 18:41 Edited at: 6th Sep 2011 18:42
A Launcher like this? If so I made a PSD that separates the turret to the base. I'll make a vehicle one if you like this. It is rather small but it looks nice in the size you are working at.


Edit: Updated the mock with the turret btw.

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baxslash
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Posted: 6th Sep 2011 18:43
That's perfect! Exactly the style I had in mind

Deathead
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Posted: 6th Sep 2011 18:52
I'll zip it up for you, also I'll add the asteroid image in as well. If you want(And I think you will) any more iterations of the asteroid I can make variations. Also hud wise are you going for a arcade feel hud or more of a small hud(not so much in your face). Also do you want me to animate the turrets so they pull back when fired aka the two barrels move back.

baxslash
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Posted: 6th Sep 2011 18:58
Quote: "I'll zip it up for you, also I'll add the asteroid image in as well. If you want(And I think you will) any more iterations of the asteroid I can make variations."

Thanks! I'll let you know if I need any more.

Quote: "Also hud wise are you going for a arcade feel hud or more of a small hud(not so much in your face)."

Pretty minimal. I'm not sure what I'll be needing yet but thanks again for the offer.

Quote: "Also do you want me to animate the turrets so they pull back when fired aka the two barrels move back."

That would be a very nice touch.

Deathead
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Posted: 6th Sep 2011 19:30
@Baxslash: I sent you the zip file via. email. Enjoy.

Rich Dersheimer
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Posted: 6th Sep 2011 22:56
Couple of things...

Is it safe to assume that the main menu will have options for turning the music and sound off or on? Volume as well? If so, each of us should know what variables to check when we decide to play a sound or music file.

And will we need some kind of consistent interface for player input of initials or name for high scores? The AppGameKit text input window is not very pretty and doesn't prompt for any particular input. If nobody else is already on this, I volunteer to code up a function that each game can call to get player name/initials input. Maybe something like the virtual keyboard that pops up on the iPad, but without the limited input window, and capable of accepting mouse clicks or taps.

Also, I just loaded up the ADG-Arcade.exe and the fonts are coming out all scrambled. I believe this is a known problem, and can be fixed by using images that are powers of 2 in height and width.

DVader
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Posted: 6th Sep 2011 23:41
I've decided on Frogger. As it is included in the menu but I don't see it listed as a game in progress. I may need a bit of help on the graphics side, and am using placeholders for now (Not that I have got beyond loading a backdrop screen and my frog as yet).

baxslash
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Posted: 7th Sep 2011 00:02
Quote: "Is it safe to assume that the main menu will have options for turning the music and sound off or on? Volume as well? If so, each of us should know what variables to check when we decide to play a sound or music file."

I hadn't considered that yet. I guess I'll try to make a list of variables that you might want to re-use at some point...

Quote: "And will we need some kind of consistent interface for player input of initials or name for high scores? The AppGameKit text input window is not very pretty and doesn't prompt for any particular input. If nobody else is already on this, I volunteer to code up a function that each game can call to get player name/initials input. Maybe something like the virtual keyboard that pops up on the iPad, but without the limited input window, and capable of accepting mouse clicks or taps."

That would be great! Thanks Rich, we could certainly use something like that.

Quote: "Also, I just loaded up the ADG-Arcade.exe and the fonts are coming out all scrambled. I believe this is a known problem, and can be fixed by using images that are powers of 2 in height and width."

I wasn't aware of that one, thanks I'll take another look at the font.

Quote: "I've decided on Frogger. As it is included in the menu but I don't see it listed as a game in progress."

Great! Thanks DVader

Quote: "I may need a bit of help on the graphics side, and am using placeholders for now (Not that I have got beyond loading a backdrop screen and my frog as yet)."

There are a few people who have offered to help on the graphics side already, hopefully someone will volunteer.

Bursar
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Posted: 7th Sep 2011 00:09
Quote: "Is it safe to assume that the main menu will have options for turning the music and sound off or on?"


I think that's a good point, and global values for these make sense so that the settings are shared across games.

Quote: "And will we need some kind of consistent interface for player input of initials or name for high scores? "

I've left high scores out my game for the time being, because I wasn't sure how they were going to be handled.

It's probably easiest if each game writes its own highscore file.

It would also make sense if there were a common set of functions for this. For instance,

Type _ADG_HiScoreType
Name$ as String
Score as Integer
EndType

DIM ADG_HiScores[4] as _ADG_HiScoreType

integer = ADG_CreateHiScores("mygamescores.adg")
This would create a new hiscore file for the game. It would return 1 on a successful creation, 0 on a fail.

integer = ADG_LoadHiScores("mygamescores.adg")
This would load the requested hiscores table into the type ready for use by the game. It would return 1 for successful load, and 0 if not.

integer = ADG_CheckHiScores(score)
This would take the passed in score and see if it's a new hiscore. Returns 1 for a hiscore, 0 for not.

integer = ADG_SaveHiScores("mygamescores.adg")
This would write the HiScores UDT to the passed in filename and return 1 on a successful write, and 0 on a fail.

Finally there's the name/initial entry screen. As much as possible should be done with CreateText commands so that the screens can be displayed in the game font.

Display of the HiScore table would be down to the developer of each game once they've loaded their HiScore data file.
The Slayer
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Posted: 7th Sep 2011 01:33
Quote: "I may need a bit of help on the graphics side"

Well, I might be able to help you out, DVader. Contact me, and maybe we can work something out? Just let me know what you need, and I'll see what I can do.

baxslash
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Posted: 7th Sep 2011 10:40 Edited at: 7th Sep 2011 15:33
I'd just like to say how great it is that so many people are using this opportunity to help a charity!

I know that we will all gain some invaluable experience in doing this and learn a lot from each other but I am really appreciative of all your contributions!!

I'm sure that Birmingham Children's Hospital will also appreciate it

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Hodgey
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Posted: 7th Sep 2011 10:45
Baxslash, I couldn't agree more with you and it's one of those things where everybody wins. We all gain invaluable experience and have that great feeling of supporting a worthy cause at the end of the day.

baxslash
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Posted: 7th Sep 2011 15:32 Edited at: 14th Sep 2011 00:44
Attached is another update of "Oblitinator!"

I've added some more graphics including a launcher from Deathead and a bit more detail to the background... also there's more actual game-play as it now has a slowly increasing set of levels up to level 15. Not tested that high yet if anyone can spare the time?

I've also started adding Black-Hole missiles but not really finished it yet as I need to add "rocks can damage each other" in yet

Here's a new screenshot too:


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Bursar
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Posted: 7th Sep 2011 16:29
When you hit the big rocks, the 3 or 4 medium ones that it spews out don't really move very much. Sometimes they pretty much stay still.

The really tiny rocks are way too hard hit. In fact, I thought they were bits of harmless debris until one my missiles impacted on one.

Speaking of which, it would be slightly easier to play if the missiles had a visible explosion radius, much like Missile Command. You could then target an area of the screen, rather than needing pretty precise aiming skills to take out the rocks.

Some rocks also have a tendancy to fly up the screen as well. I guess this is due to them having various physics forces imparted on them. You might just need to look at clamping values so that the rocks can only move down.

But it's not a bad start at all, and it's shaping up to be a smart little game.
baxslash
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Posted: 7th Sep 2011 16:39
Quote: "When you hit the big rocks, the 3 or 4 medium ones that it spews out don't really move very much. Sometimes they pretty much stay still."

I know , the problem is in the force I'm using for the explosion, I may need to play with the mass of the smaller rocks a little and edit the force of the explosions to get the larger ones to be affected right... it's annoying...

Quote: "The really tiny ... I thought they were bits of harmless debris until one my missiles impacted on one."

The missiles don't actually hit the rocks as they are just sensors, they will only explode within a set distance of the target.

Quote: "Speaking of which, it would be slightly easier to play if the missiles had a visible explosion radius, much like Missile Command."

I was wondering whether to do something like that but I couldn't think of a nice way to show it... I may make my own explosions rather than using particles, that way I could use one of the styles I thought of. It would look really cool

Quote: "Some rocks also have a tendancy to fly up the screen as well. I guess this is due to them having various physics forces imparted on them. You might just need to look at clamping values so that the rocks can only move down."

I quite like that personally as it's possible an explosion would affect the trajectory like that (to some extent). I actually allow for it with the 'burn' effect on the meteors, they only show the burn effect when travelling down the screen.

Thanks for your comments Bursar!

Deathead
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Posted: 7th Sep 2011 18:42 Edited at: 7th Sep 2011 19:26
@Baxslash do you want me to do any other media?

Edit: Bored so I changed some of the media files, if you like it I'll send you it over.


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baxslash
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Posted: 7th Sep 2011 18:47
Quote: "Baxslash do you want me to do any other media?"

Yes, I'll contact you later by email if that's OK? About to go out and I need to think about how it will work

Deathead
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Posted: 7th Sep 2011 19:27 Edited at: 7th Sep 2011 19:38
@Baxslash: K, also I just changed some of the media files over in my above post, I can send the graphics over if you like it. Also may I pitch a idea? Perhaps have the foreground change in what the player's health is, so if it gets to a certain health it looks more damaged.

baxslash
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Posted: 7th Sep 2011 23:57 Edited at: 7th Sep 2011 23:57
Quote: "also I just changed some of the media files over in my above post, I can send the graphics over if you like it. Also may I pitch a idea?"

I like the meteors a lot! Yes please I am always interested in ideas, someone once said, "You're an ideas man Steve!"

Yes I like the idea and even started doing something along those lines but found it a bit more complex than I had hoped I'll rethink...

Here's an updated screenshot BTW:


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Hodgey
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Posted: 8th Sep 2011 00:07
I really like the look of it now baxslash, it carries that old retro arcade feel but with newer graphics, very nice!

Quote: "I am always interested in ideas, someone once said, "You're an ideas man Steve!""

If anyone is wondering where that is coming from, here is your answer

Skip to about 1:30.

I must get a demo of my game up soon. Still got a bit to go but getting there.

baxslash
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Posted: 8th Sep 2011 00:27 Edited at: 8th Sep 2011 01:05
Quote: "I really like the look of it now baxslash, it carries that old retro arcade feel but with newer graphics, very nice!"

Thanks! Deathead's work is really adding to the feeling I'm going for

I just added those images and they look great, with the retro 8bit sound effects I'm using it's looking and sounding fantastic!!

Attached is the sound effect generator I'm using. If you're doing an arcade remake this is essential in my opinion.

8 Bit sound effect generator!

EDIT: Here's a quick gameplay video!


EDIT 2: Here's a test of the city in flames (the fire is animated)


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Deathead
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Posted: 8th Sep 2011 01:54
Looking great Baxslash, good to see you got my email and the ZIP was actually attached this time.

Hodgey
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Posted: 8th Sep 2011 02:14
Quote: "Attached is the sound effect generator I'm using. If you're doing an arcade remake this is essential in my opinion."

Thanks for sharing baxslash, this will be very handy for me!

The video looks fantastic and the sound effects are terrific! I really like how the missiles speed up. "You are an ideas man Steve".

The Slayer
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Posted: 8th Sep 2011 02:55
Looking great, baxslash! That video loox sweet. I like those flames.

Nice graphics, Andrew!

Quote: "Attached is the sound effect generator I'm using. If you're doing an arcade remake this is essential in my opinion."

Awesome! Will definatly use this. Thanks for sharing.

Hodgey
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Posted: 8th Sep 2011 04:14
@ The Slayer, I just thought of the best name for the "stealth fighter"...The Slayer

baxslash
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Posted: 8th Sep 2011 10:14
Quote: "Looking great Baxslash, good to see you got my email and the ZIP was actually attached this time."

Yes, the new images are great! If you have time you could do me a city in various states of destruction? Preferably it would be split into sections so that the areas that are hit get damaged. I might need either a few cities though or a number of randomly tile-able 'bits'... if it's too much to ask I can have a go myself, no pressure!

Quote: " I really like how the missiles speed up."

Actually I did that so they wouldn't occasionally end up circling the target when an explosion sent them off course but it does look great!

Jordi
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Posted: 8th Sep 2011 12:11
oh! Looking great.

and I like too how the missiles speed up and the explosions.

Rich Dersheimer
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Posted: 8th Sep 2011 12:55
baxslash - that is really cool!

But I gotta ask - what resolution is that running at? And has it been decided what screen size the project is?

baxslash
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Posted: 8th Sep 2011 13:03
Quote: "baxslash - that is really cool!

But I gotta ask - what resolution is that running at? And has it been decided what screen size the project is?"

Thanks Rich! I think I'm running it at 800x600 there but I will be making it run at any resolution. I'm still open for suggestions on how to set up the resolution as I don't fully 'get it' yet

Rich Dersheimer
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Posted: 8th Sep 2011 13:12 Edited at: 8th Sep 2011 13:14
baxslash - well, I don't think it's possible to change the screen size of the program while it's running. At least I haven't been able to figure out how.

So... in the setup.agc file for the project is the screen width and height. But, you can have your game run at a virtual resolution of whatever you want, and AppGameKit will scale all the coordinates to match the values in setup.agc, so you don't have do any translation of x and y, etc.

So, if it's been decided that the project will run at 320x480, then make sure your setup.agc looks like this:



and then use this



to see how it looks.

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Posted: 8th Sep 2011 13:17
Rich, I have a question for you about screen resolutions. What is the effect of using SetVirtualResolution combined with SetDisplayAspect when used like this? :

Does this mean that it uses the percentage system but instead of the percentages being 100,100 they are 320,480 respectively?

baxslash
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Posted: 8th Sep 2011 13:19
Righto, I'll set it up that way and do some tests, I think that's what Hodgey suggested anyway but I may not have gotten around to it yet

I'm getting a bit bogged down with multiple projects and work and life at the moment... updating my website too

Rich Dersheimer
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Posted: 8th Sep 2011 13:30 Edited at: 8th Sep 2011 13:36
@Hodgey - once you use SetVirtualResolution(), you are off the percentage system entirely. In theory, if you use SetVirtualResolution(), then you do not use SetDisplayAspect(), since AppGameKit takes care of the aspect for you.

Here are two examples... the first one is screen size 320x480, with the device in portrait mode, with a virtual resolution of 800x600. As you can see, the game is scaled down to fit. The second is screen size 480x320 (same screen but the device has been turned sideways for "landscape" mode) and the same virtual resolution of 800x600. Much nicer.

As you can see, the circles are round in both versions, but no SetDisplayAspect() commands were used.

So, are we using 320x480? I'm not sure how to get to 480x320 from there, on a windows platform. But on a tablet or phone, you would just turn the device on its side.

If all of our games are going to be in landscape mode, then the project size should be more like 480x320.




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baxslash
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Posted: 8th Sep 2011 13:38
Quote: "So, are we using 320x480?"

Depends, how many of us are coding a portrait game and how many a landscape, I can make mine fit either so I'm easy.

Any preferences?

Rich Dersheimer
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Posted: 8th Sep 2011 13:40 Edited at: 8th Sep 2011 14:03
@baxslash - I hear ya man, so many projects to do, so little time. And I have zero wife and kids!

The arcade project is certainly worthwhile, but it is going to be a lot of work, for you especially. So, I'm sure everyone will understand if it takes a little longer to get the whole thing done. Patience!

EDIT: Ballbricker can work in either mode, the game screen is square in aspect.

From looking at the list of games, I would guess that most would be in landscape mode, with the possible exception of space invaders.

So, if everyone makes their setup.agc have the values of 480 for width and 320 for height, and then designs their game with a virtual resolution that is similar (480x320, 800x600, 1024x768, etc.) then that would get everything set up correctly for all the games to play nicely together on all platforms.

Bursar
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Posted: 8th Sep 2011 14:02
Baxslash - Looking much better!

I think my game would look better in landscape. The screen is likely to be a bit cramped in portait mode.
Hodgey
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Posted: 8th Sep 2011 14:37 Edited at: 8th Sep 2011 14:37
Quote: "From looking at the list of games, I would guess that most would be in landscape mode, with the possible exception of space invaders."

I actually have a plan on how to program my game in landscape mode but have the user play it in portait mode, simply turn the game on its side manually ie I program it sideways and the user can either play it like that or turn the phone to portrait. I'll be locking the orientation (so if they do hold as a portrait it won't change) and hopefully will unlock it upon exit. Actually, since we're all programming in landscape, should the orientations be set in the main menu source code then?

Thanks for the answers Rich, I'm starting to understand how all of this works.

Landscape it is! Unless there are any objections?

baxslash
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Posted: 8th Sep 2011 15:43
Quote: "So, if everyone makes their setup.agc have the values of 480 for width and 320 for height, and then designs their game with a virtual resolution that is similar (480x320, 800x600, 1024x768, etc.) then that would get everything set up correctly for all the games to play nicely together on all platforms."

I happen to prefer landscape for my project too so it gets my vote Let's try to use this setup then! I'll add it to the first post...

Slightly off topic I just started renovating my own web site after a long period of inactivity. I decided after my experience on the ADG website to use Joomla and I'm quite pleased with the results:
http://www.grot-software.com/

I still have a lot to add and edit but it's a nice start for very little work!

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