Adjust GUI to different resolutions
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@ -7,13 +7,14 @@ by drummyfish, released under CC0 1.0, public domain
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~~~ GENERAL ~~~
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Licar is a relatively simple 3D stunt racing game inspired by other popular
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games of this genre. Unlike most games in existence, Licar is completely free
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as in freedom (meaning its source code is available for any use), gratis, and
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its focus lies on being well programmed by employing minimalism and rejecting
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harmful "modern" programming practice. The game aims to seflessly bring
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happiness to all people, even those who have no money, own only very old and
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weak computers etc. It is not a commercial product and has been made purely out
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of love by a single man.
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games of this genre. Unlike most games in existence, Licar is completely libre,
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free as in freedom (meaning its source code is available for any use whatsoever),
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gratis (free of cost), and its focus lies on being well programmed by employing
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minimalism and rejecting harmful "modern" programming practice. The game aims to
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seflessly bring happiness to all people who might enjoy it, even those who have
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no money, own only very old and weak computers etc. It is not a commercial
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product and has been made purely out of love by a single man. It is also more
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than a game, for example it can be used for educational purposes.
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The game runs on many platforms and comes in different versions depending on
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what the platforms allow. Some versions may have more features or visual
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@ -71,7 +72,7 @@ speed, times at checkpoints etc.
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Controls are extremely simple. The car is only controlled by 4 directional
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keys: up (accelerate), down (deccelerate, reverse), left (steer left) and
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right (steer right). There are two additional keys, A and B (depending on your
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platform these may be e.g. the K and L letter or RETURN and SPACE keys), for
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platform these may be e.g. the K and L letter or RETURN and ESCAPE keys), for
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restarting runs and handling menu.
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PRO TIP: pressing brake while in air stops the car's horizontal rotation!
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@ -96,15 +97,16 @@ replay data. For example a map named "mymap" will start with "Mmymap;".
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~~~ CONFIGURATION ~~~
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The game offers a very high level of configuration and customization. Very basic
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settings (such as turning the music off or switching between windowed and
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fullscreen mode) are accessible either in the game menu, or as a commandline
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flag (run the game with -h flag to see the options). All other settings,
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however, are kept at the source code level and so changing them requires
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recompiling the whole game from source code (which is nonetheless very simple).
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All user settings, along with their descriptions, are located in the settings.h
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source file. The game also comes in several precompiled versions with different
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settings.
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The game offers a very high level of configuration and customization, and those
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with at least basic programming skill will be able to implement any changes
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imaginable. Very basic settings (such as turning the music off or switching
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between windowed and fullscreen mode) are accessible either in the game menu,
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or as a commandline flag (run the game with -h flag to see the options). All
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other settings, however, are kept at the source code level and so changing them
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requires recompiling the whole game from source code (which is nonetheless very
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simple). All user settings, along with their descriptions, are located in the
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settings.h source file. The game also comes in several precompiled versions with
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different settings.
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~~~ REPLAYS ~~~
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@ -141,7 +143,7 @@ and/or flipped. Additionally each block also has a material (concrete, grass,
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...). The finish, checkpoints and car start position can also be seen as block.
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The format of the map data string is described in the map.h file, refer to it
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for details. In short: TODO
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for details. In short: TODO (also small example)
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Under the asset directory there is a helper file for Blender (a FOSS 3D editor)
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with which a map layout can be comfortably created. But Blender is not required
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@ -150,12 +152,12 @@ or -- for simpler maps -- it may be possible to just imagine them in one's head.
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The "workflow" for making maps is roughly the following:
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1. Drawing the map (in Blender, on paper, ...).
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1. Drawing the map (in Blender, on paper, with Lego, ...).
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2. Rewriting this to the map text format in the data file. The edited map should
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be the very last item in the data file so that it can be quickly loaded with
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the -M command line argument.
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3. Testing the map in game. This is easily done by running the game with -M
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argument (and possibly also other arguments, e.g. to start with free camera)
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argument (and possibly also other ones, e.g. -c3 to start with free camera)
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to instantly load the edited map. If something needs changing, we return to
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1. or 2.
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@ -170,3 +172,10 @@ most difficult tasks to create a flawless physics engine. We apologize for any
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frustration but unless you want to fix this yourself, you'll have to just accept
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it, the game is meant to be a simple entertainment. In other words this is a
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feature :)
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Q: I have some other question.
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A: My email is currently drummyfish@disroot.org, feel free to ask me anything,
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but please remember I am not very social and don't enjoy too much engaging in
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smalltalk or lengthy discussions about worldviews etcetc.
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