But fullscreen only stretches the pixels, and 800x600 fullscreen would look wierd on a 16:10 monitor.
Edit:
I’ve noticed that some have made fullscreen work properly (zero point software) where it uses the desktop resolution for fullscreen. Does anyone know how to do that?
No it doesn’t, it uses the default screen size. (Which never goes higher than the desktop res, so if you set it to something like 5000x4000, then everybody would get their desktop resolution when going full-screen.)
Hehe, when youre posting something in a webplayer, it should generally be usable by anyone with web access… This game runs EXTREMELY poor on my laptop (i know, but still its a geforce8600M). I would agree that you should take down the resolution a bit, and if you wanna show off the good stuff, make a standalone
I stand corrected according to the fullscreen upscaling thingy. tried making a 100x100 px build and then went fullscreen and it looked fine, well it wasn’t a 100x100 px upscaled version It did get a somewhat fuzzy feel tho, an antialias problem maybe?
My next uploaded build will be in a lower rez I promise
Edit:
Oh and would be nice if anyone could tell me how to make the user able to change quality settings on the webplayer, I’ve seen that on other builds.
Double Edit:
Doh, missed the 5000x4000 thingy, that’s why it looks upscaled mine was set to the same as the webplayer (1280x800)
Does anyone know how to make a keystroke change the webplayer quality? I’ve found something in the scripting reference but i’m not that good on the scripting side.
Huh , are you sure that the webplayer switches to native monitor resolution ? Sorry, that I re-ask, but I was under the impression it’s just scaling to the webplayer resolution .
It switches to whatever size you specify in the player settings. Although there is no option for “native monitor resolution”, it will never go higher than the desktop resolution. So using a absurdly high value effectively limits it to that.
As for quality settings in the webplayer, look up QualitySettings in the docs, particularly currentLevel.
It’s a nice concept, and a good start. These are my suggestions. You should definitely spend some time polishing it, like working with some of those textures, adding some detail, and smoothing out the island mesh on the top. Also, it’s invaluable that you learn scripting, it’s really great for making everything feel smooth. Maybe something to bring you back on the island when you hit the water would be cool(it’s not hard). About the shadow quality, turn the shadow distance down in the quality settings.
Very nice idea. Looking forward seeing more! My guess is that the player can find a hidden control device in the house, which will allow him to fly away with the “flyorock”.
And yes smoothing out the artwork, number one.
Just wanted to let you know that I’ve updatede the floating island again.
This time i’ve added a lot more foliage and also the option to turn down the quality if your machine is struggling, instructions can be found once you open the player.
Lastly I’ve done a lot of optimization (technically speaking I’ve reduced the draw calls from about 1100 to 500 at maximum)
There’s still room for a lot of improvement so stay tuned.
There are 2 things I want to know about your game.
1). That is a great looking skybox. Where did you get it? Also, how does one go about making one of those skyboxes anyway? I’ve never tried it and don’t know how. Are they from photos or are they based in 3d graphics?
2). How did you get the grass on your land mesh? I thought you could only paint it on actual terrain.
Your island is pretty cool. But you should try to make the lighting better. Maybe even better textures. Nice use of lightmaps though.
P.S. Your previous post has a link to the game, but the game isn’t there.
skyboxes can both be made yourself or found on the internet, you can make both with 3d mesh or photographs, the one is use is a royalty free one i found somewhere on the net.
If yourefamiliar with 3ds max i can tell you how to render out skyboxes (cubemaps) fom max, if you’d like?
the grass is done through a script called GOMG (Grass On Mesh Generator) which allows you to do grass on any mesh.
And thx :)I’m working on the lighting.
All links to my game in this thread link to the same place. Maybe you where so lucky/unlucky to catch me in the middle of uploading a new build?
Seems unsually slow for me in full screen compared to windowed mode. I’m wondering that if you use something silly like a 5000x4000 resolution then it does indeed use an internal frame buffer of that size and then downscales to the desktop resolution?. Perhaps this could explain the slow down?.