Widescreen Mode 1920x1080 (zip)

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ACME
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Re: Widescreen Mode 1920x1080 (zip)

Post by ACME »

Yes, this is the right fix. It works as it should. Thanks again!

I agree, but RJ1 seems to be forever gone.
filbo
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Re: Widescreen Mode 1920x1080 (zip)

Post by filbo »

Eizzoux wrote: Tue Jun 08, 2021 3:40 pm wow fixed again cool but where is RJ1 himself he could probably fix it by himself as well
phpBB spies say: Last active: Mon Jul 29, 2019 9:56 am

... so that's where. Not here.

It's only been 40 hours since the current set of bugs were first mentioned, so you shouldn't even expect Holger to necessarily have been by that quickly...
ACME
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Re: Widescreen Mode 1920x1080 (zip)

Post by ACME »

filbo wrote: Mon Jan 08, 2018 5:50 am Holger: before the level starts, or while paused (including due to single-step), please have the player character slowly blink on and off.
filbo, it's been 3 years... why hasn't your idea come to fruition?
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Eizzoux
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Re: Widescreen Mode 1920x1080 (zip)

Post by Eizzoux »

Pretty much. But it can be done with some custom artwork, but both ways that I know are... flawed. Execution with custom elements already takes at least several elements just to sync up several tiles flashing together (not sure about just one element flashing), it would be still too small, and with global animations... well, you can't position them properly for individual levels, it's all the same for every one. I once actually did that a while ago in my not still done levelset Cave Chaos 2 (which is kinda like a port of another game), and it has that feature as well, but, again, I can't do that animation with other positions other than top left corner where player starts on first level.
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filbo
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Re: Widescreen Mode 1920x1080 (zip)

Post by filbo »

ACME wrote: Wed Jun 09, 2021 6:37 am
filbo wrote: Mon Jan 08, 2018 5:50 am Holger: before the level starts, or while paused (including due to single-step), please have the player character slowly blink on and off.
filbo, it's been 3 years... why hasn't your idea come to fruition?
Ya got me...

Holger didn't think it was a good idea? Or hasn't gotten around to it? This is just a fun side project for him, none of us have a Support Contract or anything!

Or, any of us could code it into the game and submit the changes, and then he'd totally rewrite them because that's how he is :)
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Holger
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Re: Widescreen Mode 1920x1080 (zip)

Post by Holger »

Eizzoux, thanks a lot for your fast and perfect solutions for the problems ACME pointed out -- I couldn't have been faster or better than you did! :D

Some notes on the other comments unrelated to the thread's topic:
ACME wrote: Wed Jun 09, 2021 6:37 am
filbo wrote: Mon Jan 08, 2018 5:50 am Holger: before the level starts, or while paused (including due to single-step), please have the player character slowly blink on and off.
filbo, it's been 3 years... why hasn't your idea come to fruition?
Well... not every good idea gets implemented immediately. ;-)

In fact, the idea of visually highlighting the player upon level start (or while the game is paused) is very good, and should be added. It's just that I haven't done it yet. It would have to play nicely with all aspects of the custom graphics system, especially regarding already existing level sets with custom artwork, to not (visually) break existing stuff.
But it can be done with some custom artwork, but both ways that I know are... flawed.
What might help here would be a way to define a global animation that does not have a fixed x/y position on the screen or in the playfield, but that is defined to always be "at player position", or even "at player number X position".
Or, any of us could code it into the game and submit the changes, and then he'd totally rewrite them because that's how he is :)
Maybe yes... :D
BryanFRitt
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Re: Widescreen Mode 1920x1080 (zip)

Post by BryanFRitt »

BryanFRitt wrote: Wed May 02, 2018 8:11 pm I was able to the preview back by editing the graphicsinfo.conf file's viewport.playfield.height line...

# 0,0 is top left
viewport.playfield.x: 685 # was 600 # x value of leftmost of main menu # 1920/2-550/2=685
viewport.playfield.y: 265 # was 200 # y value of topmost of main menu # 1080/2-550/2=265
viewport.playfield.width: 550 # minimum 269 # was 550 # effects the levelset selection width
viewport.playfield.height: 550 # minimum 518 # was 450 # effects the levelset selection height

Where are the manual for setting this up? I found these minimums by guessing and testing.

p.s. You can get rid of this warning by commenting out the 'author:' line, e.g. '# author:'
-------------------------------------------------------------------------------
rocksndiamonds: warning: unknown token(s) found in config file:
rocksndiamonds: - config file: '/home/bryan/.rocksndiamonds/graphics/1920x1080_by_rjkole/graphicsinfo.conf'
rocksndiamonds: - dynamic token: 'author'
-------------------------------------------------------------------------------
These changes can also be incorporated fixes too.
Attachments
1920x1080_by_rjkole_fix_num_3_with_level_preview.zip
(56.17 KiB) Downloaded 271 times
graphicsinfo.conf
modified file from 1920x1080_by_rjkole_fix_num_2.zip
(7.06 KiB) Downloaded 237 times
Life is partially trying to strike a balance between generating new things/ideas, and making sure they are good/organized. These extremes can be said to between gibberish mess and nothing said/done.
ACME
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Re: Widescreen Mode 1920x1080 (zip)

Post by ACME »

BryanFRitt, I already incorporated your fixes into my too graphicsinfo.conf

But it's good that you attached an almost complete file. Thank you!

When the issue with the level editor is resolved then it will be complete. :)
BryanFRitt
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Re: Widescreen Mode 1920x1080 (zip)

Post by BryanFRitt »

Holger wrote: Sat Jun 12, 2021 10:03 am Well... not every good idea gets implemented immediately. ;-)
There was a Dilbert cartoon with a theme about ideas getting implemented immediately. ?this episode?
3 "The Competition" Seth Kearsley Ned Goldreyer February 8, 1999 103
Dilbert is fired from his job when he is suspected of being a spy for a rival company (which was a rumor cooked up by Dogbert's online newsletter) and gets hired at a company that actually treats their workers like people.
https://en.wikipedia.org/wiki/Dilbert_( ... n_1_(1999)
Life is partially trying to strike a balance between generating new things/ideas, and making sure they are good/organized. These extremes can be said to between gibberish mess and nothing said/done.
BryanFRitt
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Re: Widescreen Mode 1920x1080 (zip)

Post by BryanFRitt »

Did these conf mods a while back, even though I'm posting them now. May still need some changes.
config to make this work at 2048x1080, a lot of levels fit perfectly at this resolution
graphicsinfo.conf
1920x1080_by_rjkole_mod_to_2048x1080
(7.26 KiB) Downloaded 132 times
config to make this work at 3840x2160, another common display resolution, (probably too much for most levels)
graphicsinfo.conf
1920x1080_by_rjkole_mod_to_3840x2160
(7.26 KiB) Downloaded 108 times
Copy the 1920x1080_by_rjkole folder to new names, then replace the graphicsinfo.conf file.
Something like
~/.rocksndiamonds/graphics/1920x1080_by_rjkole/
~/.rocksndiamonds/graphics/1920x1080_by_rjkole_mod_to_2048x1080/
~/.rocksndiamonds/graphics/1920x1080_by_rjkole_mod_to_3840x2160/
If desired, set modes with something like
MAIN MENU > SETUP > CUSTOM ARTWORK > CUSTOM GRAPHICS > WIDESCREEN MODE [Resolution]
and
MAIN MENU > SETUP > CUSTOM ARTWORK > OVERRIDE LEVEL GRAPHICS > AUTO
If you want to show more even smaller things (1/2*1/2 sized?)
MAIN MENU > SETUP > GRAPHICS > SMALL GAME GRAPHICS > ON

Also, the higher the resolution the slower R'n'D peek speed. Like if you could get 1400 game fps before, you may only get 125 game fps at 1920x1080 and 60 game fps at 3840x2160. [based on rough estimates of performance, not professionally done benchmarks]
Life is partially trying to strike a balance between generating new things/ideas, and making sure they are good/organized. These extremes can be said to between gibberish mess and nothing said/done.
ACME
Posts: 29
Joined: Fri Jun 04, 2021 7:02 am

Re: Widescreen Mode 1920x1080 (zip)

Post by ACME »

Thanks but for these resolutions a new RocksDoorK2.png is needed.
BryanFRitt
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Re: Widescreen Mode 1920x1080 (zip)

Post by BryanFRitt »

ACME wrote: Thu Jan 05, 2023 2:04 pm Thanks but for these resolutions a new RocksDoorK2.png is needed.
You can use one from a previous post, or are you saying the RocksDoorK2.png from there isn't good enough?
BryanFRitt wrote: Tue Jun 22, 2021 6:14 am Attachments
1920x1080_by_rjkole_fix_num_3_with_level_preview.zip
(56.17 KiB)
Life is partially trying to strike a balance between generating new things/ideas, and making sure they are good/organized. These extremes can be said to between gibberish mess and nothing said/done.
ACME
Posts: 29
Joined: Fri Jun 04, 2021 7:02 am

Re: Widescreen Mode 1920x1080 (zip)

Post by ACME »

No, it doesn't fit properly. Because RocksDoorK2.png was made for 1920x1080.
widescreen_wrong_fit.jpg
widescreen_wrong_fit.jpg (1.02 MiB) Viewed 4076 times
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