Menu options shouldn't lie!

  • Videogamer555
    16th Dec 2011 Member 0 Permalink
    There's a thing that says "fullscreen" but that is a load of crap. Fullscreen if it was real wouldn't make the window fill the screen while keeping the play area the same. Fullscreen if it was real would add pixels to the play area (as many as would fill your monitor) at the expense of slowing it down dramatically on any but the "latest and greatest" computer (though which would be fine on my quad core Intel CPU cause it can handle a bigass workload). So if you don't have the best computer, don't activate true-fullscreen mode. If you DO have a good comp, then you should not be forced to use a TINY work space with NO POSSIBILITY of making it larger (and currently there is indeed NO POSSIBILITY of making it larger). I've got a monitor capable of 1600x1200 resolution, and I want my TPT to be able to use every single one of those over-1-million. 640x480 (or whatever the fixed size currently is in TPT) is a boat load of crap. I can't make my gransios creations on such a small work area.

    The menu lies as the screen does turn black all over in the full screen, but the work area REMAINS TINY! The TPT developers need to know that many TPT users including myself have high-speed CPUs. I don't know if the TPT devs have the best CPUs, but they still need to program it such that it will take full advantage of these higher speed CPUs when set to do so in the options menu item for fullscreen (even if the devs have no way to test it themselves on their computer, and will require other users with such computers for feedback on the functionality).

    I'm tired of having to place my nukes right in the middle of a city because the work space is so ridiculously SMALL! I want to be able to place my nukes some distance above the tops of the buildings and set them off so I can realistically simulate a high altitude nuclear detonation (in real life you know that the Hiroshima bomb actually exploded hundreds, or even thousands, of feet above the city, and NOT as low as the tops of the buildings).

    I do realize that saves of such size would NOT work by being saved to the server (designed to handle default only size screens). However CTRL+save would should let you save the full size of the fullscreen save. Loading a save or stamp too big to fit onscreen should trigger an error "sorry but your screen resolution is too small. if you don't increase your screen resolution, this save (or stamp) will be cropped to fit".

    Simple. I bet a few lines of programming would allow a true fullscreen mode to be implemented. So please do so. I'm tired of being stuck at the default work space size!

  • Neospector
    16th Dec 2011 Member 0 Permalink
    Does it fill up your screen?
    Yes.
    Then it's fullscreen.
    Minecraft fullscreen doesn't change the amount of blocks on the screen, it increase their size. Maplestory fullscreen doesn't change the amount of things on the screen, it simply increases their size.
    Fullscreen is an increase in size of the objects on the screen, it doesn't actually increase the amount of things on a screen, regardless of whatever game you're playing. It only seems this way because most games are infinite (or at least, large and side-scrolling) and thus, it gives the illusion that there is more on the screen than there really is.

    A kind of fullscreen as you suggest it does not require a few minutes code, it requires a side-scroll when the game isn't in fullscreen, it requires the game to be able to hold more and more particles. This is not a "little" bit of code, quite the opposite. The exact opposite, in fact.
  • Videogamer555
    16th Dec 2011 Member 0 Permalink

    Neospector:

    Does it fill up your screen?
    Yes.
    Then it's fullscreen.
    Minecraft fullscreen doesn't change the amount of blocks on the screen, it increase their size. Maplestory fullscreen doesn't change the amount of things on the screen, it simply increases their size.
    Fullscreen is an increase in size of the objects on the screen, it doesn't actually increase the amount of things on a screen, regardless of whatever game you're playing. It only seems this way because most games are infinite (or at least, large and side-scrolling) and thus, it gives the illusion that there is more on the screen than there really is.

    A kind of fullscreen as you suggest it does not require a few minutes code, it requires a side-scroll when the game isn't in fullscreen, it requires the game to be able to hold more and more particles. This is not a "little" bit of code, quite the opposite. The exact opposite, in fact.

    I've got a solution, have the number of onscreen pixels be variable. I it's fullscreen, then have it hold more pixels. If it's smaller and you are using more pixels, have a dialog pop up and state "currently your work space is larger than the default work area, and you have pixels placed which use this extra space. You are attempting to go back to the default work area size, and in so doing TPT will crop some of your pixels out of your simulation. If you wish to keep your pixels using the full extended space and then shrink to the default work area, please click the 'save as' button on this dialog. If you wish to keep the work space the same size, press the 'no' button. If you wish to have your extra pixels cropped out of the simulation and not save, press the 'yes' button."

    That right there would eliminate the need for scroll bars. Your work area would NEVER exceed the window size. No coding of scroll bars would be needed. And there is no "maximum pixel count". The number of pixels allowed in TPT is ONLY limited by the work area size. Make the work area larger and you automatically increase the maximum pixel count.
  • Neospector
    16th Dec 2011 Member 0 Permalink
    @Videogamer555 (View Post)
    Uh, no. Then fullscreen saves don't work in smallscreen, and visa versa.
  • Videogamer555
    16th Dec 2011 Member 0 Permalink

    Neospector:

    @Videogamer555 (View Post)
    Uh, no. Then fullscreen saves don't work in smallscreen, and visa versa.

    Loading a smallscreen save into it should work at any size. A largescreen save would either have to refuse to load or crop off part of the extra area of the save to fit the smaller work area. Simple solutions.
  • Neospector
    16th Dec 2011 Member 0 Permalink
    @Videogamer555 (View Post)
    If they're so simple, then code them.
    But if Simon or Cracker or any of the other really good coders haven't come up with a solution, I doubt you will either.
  • Videogamer555
    16th Dec 2011 Member 0 Permalink
    I just explained my full solution.



    Also I know a mod already exists with this type of thing, and I'm surprised it hasn't been added to the official release.

    The only reason they call it fullscreen in the official TPT program is because then the instructions on the wiki can then call it fullscreen and that means google and other search engines will find the site when people use "fullscreen" in their search, which means more people coming to the site, which is just a way of falsely increasing your own popularity. It's all a publicity stunt, and I'm sure the developers never planned to even consider an actual fullscreen mode because it's "too hard" for them.
  • me4502
    16th Dec 2011 Member 0 Permalink
    @Videogamer555 (View Post)
    And that would require a massive recode
  • vanquish349
    16th Dec 2011 Member 0 Permalink
    @Videogamer555 (View Post)
    or you could just stop being a douche bag.
  • jacksonmj
    16th Dec 2011 Developer 0 Permalink
    @Videogamer555
    One of the previous times a resizable workspace was suggested, I was not in favour of it because just making resize possible slows the game down. See here: https://powdertoy.co.uk/Discussions/Thread/View.html?Thread=6611&PageNum=1#Message=103262

    Videogamer555:

    Also I know a mod already exists with this type of thing, and I'm surprised it hasn't been added to the official release.

    In which case, you could use that mod. Or provide a link to it, to demonstrate to us how well this idea would work. If it hasn't been added to the official release, it's probably because we haven't seen it (or saw it but then forgot about it), or because there is a good reason to not add it.



    The work area is 612x384, adding the menus and buttons gives a window size of 652x401. Try using the double window size option as well as "fullscreen" mode on a large monitor like 1600x1200.



    And in reply to your concern about the reasons for the name:

    It's called fullscreen because it covers the full screen. The work area doesn't have to exactly fit the screen for the option to be called fullscreen. If you play a video in fullscreen mode on a monitor with a different aspect ratio, the actual video only covers part of the screen, the rest of the screen is usually black.

    Also, it's called fullscreen in SDL, so it makes sense to call it fullscreen in the options menu. Are you saying the SDL developers named a constant "SDL_FULLSCREEN" in their source code to falsely increase their popularity? (SDL is the library that Powder Toy uses for graphics)

    I quote from the Powder Toy source:
    sdl_scrn=SDL_SetVideoMode(XRES*sdl_scale + BARSIZE*sdl_scale,YRES*sdl_scale + MENUSIZE*sdl_scale,16,SDL_FULLSCREEN|SDL_SWSURFACE);