by Kent » Tue Feb 08, 2005 7:14 am
Yeah, as I understand, Glulx uses a (relatively) simple text buffer to display the game text, and HTML-TADS has a basic HTML renderer which behaves more or less like a regular browser when resizing.
Hugo's method of layout and rendering has evolved largely from the desire to be as portable as possible. Being able to run on almost any platform with comparable functionality is to some degree related to the screen model. Not that, again, it wouldn't be possible to implement a similar resize/reflow behavior in something like the Windows version of Hugo; I just need to find the time to do it.
I designed Future Boy! to run at 800x600 or 1024x768. You can of course run it at higher resolutions, but if you're using graphics, things get spaced apart more. This is an expected side-effect as people's displays get higher in resolution. On my current 1280x1024 monitor, for instance, FB at full screen has quite a bit of empty space; I recommend people either run the game at a lower resolution or in a window for proper formatting.
Now, it is possible to design your images at a higher resolution and let the built-in resizing in the Windows, Mac, Linux, Pocket PC, and BeOS ports scale it with graphics smoothing turned on. On a slower machine the resizing may be noticeable, however, since it's doing a bilinear filter on every pixel (with graphics smoothing turned on). And without graphics smoothing turned on or on ports without it, resized images don't look as pretty.
So I'd probably recommend the same approach I took for FB.
Yeah, as I understand, Glulx uses a (relatively) simple text buffer to display the game text, and HTML-TADS has a basic HTML renderer which behaves more or less like a regular browser when resizing.
Hugo's method of layout and rendering has evolved largely from the desire to be as portable as possible. Being able to run on almost any platform with comparable functionality is to some degree related to the screen model. Not that, again, it wouldn't be possible to implement a similar resize/reflow behavior in something like the Windows version of Hugo; I just need to find the time to do it.
I designed Future Boy! to run at 800x600 or 1024x768. You can of course run it at higher resolutions, but if you're using graphics, things get spaced apart more. This is an expected side-effect as people's displays get higher in resolution. On my current 1280x1024 monitor, for instance, FB at full screen has quite a bit of empty space; I recommend people either run the game at a lower resolution or in a window for proper formatting.
Now, it is possible to design your images at a higher resolution and let the built-in resizing in the Windows, Mac, Linux, Pocket PC, and BeOS ports scale it with graphics smoothing turned on. On a slower machine the resizing may be noticeable, however, since it's doing a bilinear filter on every pixel (with graphics smoothing turned on). And without graphics smoothing turned on or on ports without it, resized images don't look as pretty.
So I'd probably recommend the same approach I took for FB.