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Mac OS X port
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Tue Nov 02, 2010 7:21 am    Post subject: Reply with quote

The Mad Cacti wrote:
What would be a game that allows resizing the screen anyway? It sounds to me a bit like someone using the OHR to create an application.


I dunno. I wasn't even actually suggesting that we should allow games to do it-- just saying that if we did decide to allow it it should definitely only be on a game-by-game basis.

I kinda dislike the fact that resizing could allow somebody to make a game that is only playable at 1280x1024 resolution, this making it unportable to mobile devices...

...although I guess I have a tendency to worry about very hypothetical things ;)
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Wed Nov 03, 2010 2:00 am    Post subject: Reply with quote

If it were reasonable to create a 1280x1024 game with the OHR (currently it is clearly not, due to tiny sprite size limits (and lack of hardware acceleration is probably a problem)) and someone wanted to, then I think we should allow it instead of forcing someone to use a different engine. (But I wish we had some actual handhelds ports to make people think twice before doing so.)

As for changing resolution mid-game, many high resolution games let you choose from a few different resolutions, even if they don't scale the graphics (instead showing more on screen). You can't really change the zoom level at high resolutions to fit the desktop resolution anymore. Only certain kinds of games could handle it, but we would be able to support that easily, we'd just have to figure out how to allow the player to select the resolution. (Even then, letting you change the resolution arbitrarily in the middle of a game would still be a bad idea)
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ShakeyAir




Joined: 27 Apr 2004
Posts: 93

PostPosted: Wed Nov 03, 2010 3:49 am    Post subject: Reply with quote

Nothing uses the + button to go into true full screen, but firefox uses it to make the browser take up the whole screen. (safar/chrome/etc use it to automatically size the browser to the size of the page)

iTunes uses it to switch between library view and the mini player. (not that anyone has ever, ever used the mini player)

Logic uses it to make Logic take up the whole screen without going fullscreen just like firefox. VLC also does this, strange since i can't think of any situation where you'd ever want a movie to be full screen but windowed. (especially since VLC lets you use a second monitor without exiting its fullscreen)

So... I don't feel theres a whole lot of consensus about what that button is really for. Perhaps it could make the OHR take up the whole screen, but still be in a window (or largest possible even maximization (maintaining square pixels) that fits on the screen, if thats feasible), while Cmd+F and/or alt+enter would make it full screen?

Seems a little silly to make it do anything, now that I think about it, since there isn't a corresponding button on windows or linux windows. Then again, they have a dedicated maximize button.

But Mac users will definitely expect cmd+F to make it full screen, I'd think, since, having little experience with Linux I would have never guessed that.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Wed Nov 03, 2010 8:15 am    Post subject: Reply with quote

Question: Is there a way to just request that Mac OS X not put the + button up there at all? I Seem to remember that Windows allows you to request that the Maximize button not show up (or be greyed out)
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Wed Nov 03, 2010 8:21 am    Post subject: Reply with quote

The + button is greyed out as is.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Wed Nov 03, 2010 8:39 am    Post subject: Reply with quote

Bagne wrote:
The + button is greyed out as is.


Shows how much I have been testing it lately ;)
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
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PostPosted: Wed Nov 03, 2010 10:53 am    Post subject: Reply with quote

Myself, I probably wouldn't be doing much OHR stuff at all if it wasn't for the Mac build :-)
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TMC
On the Verge of Insanity




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PostPosted: Thu Nov 04, 2010 12:24 am    Post subject: Reply with quote

Bagne wrote:
The + button is greyed out as is.


That's funny, I was working on adding zoom options and so on today, and I didn't notice this either!


It turns out that there's an SDL bug where it only resizes the window, not the screen buffer when you increase the window size, so increasing the zoom isn't working. I had kind of been hoping to contribute a bugfix or something to SDL :)
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Thu Nov 04, 2010 1:13 am    Post subject: Reply with quote

I noticed that fullscreening the window didn't actually fill the entire screen.

Yes, the image is bigger, and the entire screen display is devoted to the image, but there's also a big black boundary around the image.

Maybe that's intentional?
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TMC
On the Verge of Insanity




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PostPosted: Thu Nov 11, 2010 11:32 pm    Post subject: Reply with quote

That's just the way SDL does it. It uses the smallest screen resolution that is larger than the one requested. How much of the screen ends up being filled depends on the zoom level, and on your monitor/Mac.

I could maybe change the zoom level when fullscreen to one which results in a scaled resolution that is close to some resolution that the monitor is likely to support... but that's probably still fairly hit-and-miss.
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Newbie_Power




Joined: 04 Sep 2006
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PostPosted: Wed Nov 17, 2010 12:38 pm    Post subject: Reply with quote

Is there any chance the Mac version is updated to the latest nightly?

And I don't have a Mac, how would I go about making a distribution of a game for people to play while still in Windows?
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On the Verge of Insanity




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PostPosted: Thu Nov 18, 2010 6:22 am    Post subject: Reply with quote

Now that semester is over, I hardly ever go in to my university and get access to a Mac (haven't been in 2 weeks). But I'm planning to go in on Monday; I'll create a new build (and continue trying to figure out James' compiling problem) then.

I'll work on a Custom menu for creating distribution packages for the Mac too. Failing that, you should still be able to distribute as you would on Windows: by sticking the RPG file in the same folder as Game and renaming OHRRPGCE Game.app to gamename.app.
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On the Verge of Insanity




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PostPosted: Tue Nov 23, 2010 8:46 am    Post subject: Reply with quote

I could have sworn that the labs were meant to be open yesterday. I think that they're closed for the rest of the year. I'll have to try to find some other access to a Mac. I'm going to hope that some of the FB developers manage to get FB working on OS 10.6, so that James can compile nightlies. However, it would suck if I won't be able to add any more Mac features myself.
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Newbie_Power




Joined: 04 Sep 2006
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PostPosted: Tue Nov 23, 2010 9:00 am    Post subject: Reply with quote

That's not good...

Thanks anyway, though!
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Penn
Weaver of Silence




Joined: 23 Nov 2010
Posts: 10

PostPosted: Tue Nov 23, 2010 4:52 pm    Post subject: Reply with quote

Yo, I'm new here.
Anyway, I downloaded the Mac port a few days ago, and I simply can't open either application. I mean, it shows up on the dock, but it disappears instantly.
First off, my OS is 10.4. I have a Intel core duo (1.83 GHz), and 512 megabytes of RAM.
I have dragged both CUSTOM.exe and Game.exe to my applications folder, and tried accessing them there, but that has also failed.
I guess my question is: is something wrong with my computer, or is it how I'm trying to open it?
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