The game was originally designed for iPhone (480x320), later ported (by me) to PSP (480x272), a bit later to iPad (1024x768), and muuuuuuuch later ported to all sorts of stuff but including Android and Steam. The good news is that this is the only major flaw in the porting. So what you are telling me is that whoever desided to hardcode that value either didn't fully understand how windows treats windowed resolutions (the 30 pixel topbar for any windowed window) meaning that if the monitor cannot output a larger hieght the bottom of the screen will always be chopped off (which in this game is the prices of the towars), or they just did not want to include the variable resolutions that are android REQs.īasically you have told me that the PC port of your mobile game had reasonalbe functionality removed considering that as with PC (much like android) you can never assume a users screen size, or possible resolution. so why the heck is the PC version of the game have a hardcoded resolution, and above that why does it have such a high number? Wait a gott dang minute this game was originally desinged for Ios, and android right? so given just the android design REQs that the app needs to be able to run at multiple (if not variable) resolutions, and resolution should never be hardcoded. (I generally use this feature for my own computer stuffz.) This way if you set it for the Fieldrunners window, it will be on top of the taskbar. Oh, another idea is to install an add-on that lets you set "always on top" for particular windows. though I wonder if it will come up when you get close to the bottom of the Fieldrunners screen. Since I'm still not given a greenlight to officially fix Fieldrunners stuff, beyond me vetting the forums, the only thing I can advise is to turn on the Windows feature that autohides the taskbar. We were actually doing the same with fullscreen mode, but we ran into problems, so we just simply rendered to a texture at 1024x768 (hence the OpenGL 3.0 requirement ) and render it to the desktop resolution. When I was originally dealing with windowed mode, just to simplify config options, we thought *for sure* that pretty much everyone would have >768 height resolution, so we just made it a basic hardcoded 1024x768 window. The developer, Subatomic Studios, says there is well over 20 hours of gameplay to be had in Fieldrunners 2, so don't worry about finishing this game too quickly.Ahh, man, soooo close. You can buy additional coins as in-app purchases ranging from $1.99 to $99.99, but if you want the biggest challenge, you'll just grind it out yourself. New towers and items are unlocked by passing levels on harder difficulties, and purchased with in-game coins that you also receive for passing through levels with higher marks. Items for example can rewind game progress or kill enemies with hidden mines - things that will be basically required when on "heroic" difficulty. Beyond the normal towers, you also have about a dozen different special "items" as limited use tools to help you get through tough rounds of enemies. As the game progresses, you'll have the option to unlock and equip up to 6 different towers at a time, with over 20 to choose from in total. ![]() ![]() ![]() ![]() Beyond a complete visual overhaul, Fieldrunners 2 adds a whole host of new upgrades, towers and gameplay mechanics to keep things fresh.
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