When the display size is smaller than my screen resolution,It's all running right.
But when I change the display size bigger than it, it can't create the window and output scaling factor problem.
I know in common condition, it's nonsense, but I need that.
My screen's biggest resolution is 1440 * 900. But the IPhone 4 is 640 * 960.If orx have this limit,I can't test my IPhone 4 game in windows.
And then, I could think there is another use.
When you want to develop some game with old screen but want to let the game run in newer and bigger one.
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Now,orx have all the IPhone like device as a vertical device.(I don't know how to describe this situation)It means all the original screen width in IPhone is small than the height. Then we could change the camera's rotation to get a right coordinate system.
And I thought if it could have a special rotation set property.Maybe I just want a 1024 * 768 or 480 * 360 device.If this is not done, I should develop all the IPhone/IPad horizontal games with my head rotated 90. Or have a more special config file for the windows to fix the problem.(with the width and height property interchange and delete the rotation property of Camera section.
It's actually an issue with SFML (and SDL has a similar one, but slightly different). I can't do anything about it and I wouldn't be surprised if they can't even fix that at their level as it might be OS/driver-dependent.
I'd suggest to use a lower resolution with the same aspect ratio, such as 480 * 720. Only change the display size, don't change the camera one (ie. don't have the camera size use the viewport's one, but let 640 * 960 for the camera). That should give you what you want.
That would be a very bad idea, meaning people with an older configuration can't play your game correctly, whereas if you choose a smaller resolution the game will still be playable with a result very close to the original one.
I'm not sure what you want there. As you say it yourself at the end, you can rotate the camera and exchange width & height for your display. That can be 3 lines in a separate config files loaded only from your computer, including your iPhone file and overriding these properties.
I know maybe the config in Windows is short and only have a little lines,but it is the burden for different screen resolution support.
This is hardware/driver dependent.
Adding 3 lines of config (without changing any line of code) sounds to me like a very practical way of dealing with your issue.
Yes, when I choose a portable game engine, I should prepare for that, it couldn't just change for IPhone/IPad.lol, So luky, That's not a big problem as you said.
It's not high on my priority list, but it'll be there for the 1.3
By the way, I found the Cocos2D for IPhone support a independent level editor, If orx could support it's file format, we could use it as Cocos2D.It's better than make a level editor from scratch.
Under what license it it published? If it's an open source editor it could even be modified to match orx's config format.
If it output XML I guess a simple XSLT sheet could do the job.
However, as orx as a couple of unusual features, that means that you'll have to use a lot of different editors: this one, Pey as config editor, an animation graph editor, a FX curve editor, a particle editor using orxSPAWNER/orxFX capabilities, etc.
It would still be better than no editor at all, I guess.
I guess there's no need of working on the java version as it's not maintained anymore. I'll still stick with Scroll as there are a couple of features I personally needs such as non-tile editing, multiple layers with differential scrolling and the ability to try the game in the editor.
I was planning on adding a better resource manager in scroll and on supporting both orthogonal and hexagonal tiles.
I am glad to see that Orx will support a map editor.