Hey there! I know I'm a little late, but I finally got to play around with this today and I have a few thoughts.
First of all, this is very slick. No matter how I contort the interpreter window it comes out looking great. I especially like how it handles resizing the window. A quick key press resizes the cover art screen perfectly. The effect is impressive!
One thing I noticed was that the background color shows through on the bottom of the screen. This isn't a big deal and I'm sure it isn't news to you, but I was wondering if it was intentional. What drew my attention to it was when I restarted the game and noticed the restart message lingering under the cover art screen. It hurt the effect for me, but was easy to fix with a "cls" in the init routine just before calling "CoverArt". I then took a closer look at "cover.h" and changed this line in the "pressakey_window" object:
Code: Select all
return (display.screenheight - 4) ! * 4 / 5)
to this:
Code: Select all
return (display.screenheight - 1) ! * 4 / 5)
It eliminated the space under the cover art window and the "press a key" text was still displayed, even when resizing the window. I don't know if that change would work on all displays but I prefer the cover art screen to fill the entire window, if possible. I would be interested to know if there is a compelling reason to do otherwise.
Anyway, this is my first time to deal with picture or sound resources with Hugo. I tried putting a couple of pictures into a test game and the effect was, to say the least, less that impressive. Now I see why ICJ puts all his pictures in windows and have a whole new level of respect for how good his graphic-heavy games look.
Roody_Yogurt wrote:P.S. I imagine I'm going to hate actually making cover pictures, but oh well.
I understand your sentiment completely. I'm not exactly a graphic artist. However, from what I've read at intfiction, a game's perception is definitely affected by the absence of cover art. It appears to be a necessary evil.
Hey there! I know I'm a little late, but I finally got to play around with this today and I have a few thoughts.
First of all, this is very slick. No matter how I contort the interpreter window it comes out looking great. I especially like how it handles resizing the window. A quick key press resizes the cover art screen perfectly. The effect is impressive!
One thing I noticed was that the background color shows through on the bottom of the screen. This isn't a big deal and I'm sure it isn't news to you, but I was wondering if it was intentional. What drew my attention to it was when I restarted the game and noticed the restart message lingering under the cover art screen. It hurt the effect for me, but was easy to fix with a "cls" in the init routine just before calling "CoverArt". I then took a closer look at "cover.h" and changed this line in the "pressakey_window" object:
[code]
return (display.screenheight - 4) ! * 4 / 5)
[/code]
to this:
[code]
return (display.screenheight - 1) ! * 4 / 5)
[/code]
It eliminated the space under the cover art window and the "press a key" text was still displayed, even when resizing the window. I don't know if that change would work on all displays but I prefer the cover art screen to fill the entire window, if possible. I would be interested to know if there is a compelling reason to do otherwise.
Anyway, this is my first time to deal with picture or sound resources with Hugo. I tried putting a couple of pictures into a test game and the effect was, to say the least, less that impressive. Now I see why ICJ puts all his pictures in windows and have a whole new level of respect for how good his graphic-heavy games look.
[quote="Roody_Yogurt"]P.S. I imagine I'm going to hate actually making cover pictures, but oh well.[/quote]
I understand your sentiment completely. I'm not exactly a graphic artist. However, from what I've read at intfiction, a game's perception is definitely affected by the absence of cover art. It appears to be a necessary evil.