BPzeBanshee wrote:I say either go with the CRT aspect ratio or tell folks tough luck. I'd think it'd look amazing on a tube TV with no border issues and it just scales up much better than other weird aspect ratios, and widescreen for this sort of thing has never ended up too well (were you around to see Sine Mora? if not you weren't missing out on much).
True. 400x300 was my first go-to as well. Or i can go 360x270 to at least help lessen the issues folks have with vertical wobbling, plus that would actually keep me from readjusting so many graphics.
The 16:9 consideration is partially based on the resolutions most devices nowadays run in (not referring to phones. I'm not putting this game on a phone) and the A/V technological trend. I tried a 432x243 widescreen view for level 1 and while it did help lessen the stress from both sides (as well as look snazzy), the game began to look just a little a bit more empty all of a sudden:
A couple of people are asking for the 16:9 though. At first they asked for 480(!!!) until I tested it and found that not only did i have to readjust tiles and such, it was just plain gigantic. On the other hand, you're actually the second to ask for 4:3.
If I went 4:3, my choices are to the aforementioned 360x270 which isn't too much of a hassle to pull off (only need to readjust the heights of some backgrounds and the scrolling speeds in vertical sections), or go slightly bigger with 380x285 which would hit three birds with one stone without breaking the game so much. So many choices and I must decide soon.
As for Sine Mora, let me count the ways I became skeptical and was ultimately turned off just hearing the initial announcement and seeing the trailer from 2 years ago:
- 1) You do not namedrop Battle Garegga or Einhander as "inspirations" and expect to get away with it that easily.
- 2) Pretentious monologues in the trailer are a sure sign that somebody's trying way too hard.
As an aside, I'm surprised some folks in here actually think that game is "mainstream" just because major gaming news outlets have reported on it extensively. In reality, very few people in the mainstream (if any!) seem to actually care about it, if at all.
Anyway...
BPzeBanshee wrote:I thought you had the old GM:S "Standard" license the last time the offer was there to get free versions - if so the $99 cost of the new "Standard" licenses is irrelevant to you. Those have Mac support without paying extra, the only remaining problem there is actually having a Mac since it requires a Mac with Xcode to export to over a local wireless network or some weird bullshit like that last time I looked into it. I can do exports for you if you need since I have a Mac and said license but I'll need to check what GM:S is like with Snow Leopard compatibility.
Actually my version was gotten during a 2012 promo, and after checking doesn't have the OSX module.
EDIT: In other news, I did a complete overhaul of the game's keyboard remapping system based on a combination of the keyboard/joystick remapping algorithms from GMOSSE (a modified table array-based version which is already in Papilio) and Nocturne Games' old keyboard remapping scripts, as the latter no longer functions in GM:S and had to be heavily revised to work properly. Aside from a slightly wider array of key choices, you now no longer need to press Enter or Left Shot before inputting your desired key, which speeds up the process. The problem is, unlike the old script this does not yet prevent you from inputting the same button under multiple functions, and using an array to check for it as the old script allowed for only causes the whole thing to stop working and glitch out. The good thing is that this sort of accident isn't so easily allowed by the present script itself thanks to variable checking.