On Jan 6, 12:09 am, Dave <dvm.zau....RemoveThis@gmail.com> wrote:
> Eee PC (resolution: 800x480):
> Build also went fine, and it runs too. But the lower portion of the
> screen, in particular the message window, gets beyond the display...
The horizontal issue would be possible to fix by removing or tweaking
the size of the on-screen inventory. The vertical issues are a little
more fundamental, unfortunately. The tiles are of size 32x32 and the
player can see a radius of eight squares. That turns into a diameter
of 17 squares when you include the player's square itself. 17x32 =
544, which already pushes over the 480 boundary. When I was looking
into the issues involved with a DS port with tiles, I ran into the
same problem.
I'm hoping at some point to move to OpenGL-based drawing (probably
with SDL, so that it would work on OSX more easily), which would allow
for the tiles to be dynamically shrunk (and more importantly,
filtered) on screen, which isn't easily possible in the pure blitting
solution that exists now. It won't be as visually appealing, but
should be functional.
If you're desperate to get it working now, it might be possible, but
it would take a fair bit of programming effort.
> Zaurus (resolution: 640x480):
> Build went fine. But running it only results in a segmentation fault.
> Would it be a resolution issue? I was playing an earlier ascii version
> (0.2.x) and things ran well.
I'll file a bug on that so it at least prints out a more friendly
message.
-Enne
>> Stay informed about: Stone Soup: lower resolution possible?