Hugor request/improvement - for RealNC

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Re: Hugor request/improvement - for RealNC

by Ice Cream Jonsey » Mon Oct 05, 2020 1:02 pm

Okay, I opened it up. I changed Fallacy of Dawn to look like this:

Image

So right now I do not need that feature. It'd be a "nice to have" for Cyberganked but that's at least a while away. And Jesus, you are doing all of this in your spare time so please don't think I am pestering you about it in any way!

Re: Hugor request/improvement - for RealNC

by Ice Cream Jonsey » Mon Oct 05, 2020 12:56 pm

I am happy to do that. I will do that! And thanks again for Hugor. It's important to me that you know how much I appreciate it.

Re: Hugor request/improvement - for RealNC

by RealNC » Mon Oct 05, 2020 12:16 pm

Ice Cream Jonsey wrote:
Mon Oct 05, 2020 10:43 am
I changed a file called dawn.cfg to look like this:

Code: Select all

[Identity] 
; Default Fixed Font for Windows.
fixedFont = "Terminal,11"   
Previousiy the authorName was my name. By changing it, my understanding is that I create a new registry key.

However, when I did that, the fixedFont defaulted to Courier New at 11 points instead of picking up Terminal 11. Is it possible that Hugor is not reading those values correctly? I can put a zip up if that would help troubleshoot.
That's because I never actually got around to implement that and then forgot about it :mrgreen:

It would be nice if you could open feature requests for stuff like that here:

https://github.com/realnc/hugor/issues

Re: Hugor request/improvement - for RealNC

by Ice Cream Jonsey » Mon Oct 05, 2020 11:26 am

OK, I changed Fallacy of Dawn to not have a cyan inventory window. It's just black so it looks like it lines up.

Re: Hugor request/improvement - for RealNC

by Ice Cream Jonsey » Mon Oct 05, 2020 10:51 am

And ACTUALLY, rather than fight the world on this (I am fighting the world on this) I am going to change the box on the right to not be of a different color.

Re: Hugor request/improvement - for RealNC

by Ice Cream Jonsey » Mon Oct 05, 2020 10:43 am

You're right, putting text in those boxes rather than just images is going to result in problems. What I'm saying is that relying on a specific font and size is not gonna work. For example, "Terminal" at 10pt is just too tiny for me. And I assume for other people too. It's not a scalable font. It's a bitmap font, and as such 10pt means different things for, say, 20" monitors and 27" monitors if they both are 1920x1080. On a 20", 10pt is going to be tiny. It will not scale.

I'll include a CFG override that you can set something like:

fixedFont = "Terminal,10"
I tried this out today and I might have messed something up?

I changed a file called dawn.cfg to look like this:

Code: Select all

[Identity] 
; Application name. 
; If this is set, authorName must also be set. 
appName = Fallacy of Dawn

; Author/organization name. 
; If this is set, appName must also be set. 
authorName = Jolt Country

[Display] 
; Start in fullscreen mode. 
; true or false. 
fullscreen = true

; Maximum display width in fullscreen mode. 
; The value is in pixels. 
fullscreenWidth = 1920 

; Hide the menu bar. 
; true or false. 
hideMenuBar = true 

; Left/right margin in pixels. 
marginSize = 5 

; Size of proportional-width font. 
; The value specifies a point size, not pixels. 
propFontSize = 15

; Size of fixed-width font. 
; The value specifies a point size, not pixels. 
fixedFontSize = 11

; Default Fixed Font for Windows.
fixedFont = "Terminal,11"   

; Use a bilinear filter when scaling images. 
; true or false. 
imageSmoothing = true 


[Media] 
; Pause audio when application loses desktop focus. 
; true or false. 
backgroundPauseAudio = true

Previousiy the authorName was my name. By changing it, my understanding is that I create a new registry key.

However, when I did that, the fixedFont defaulted to Courier New at 11 points instead of picking up Terminal 11. Is it possible that Hugor is not reading those values correctly? I can put a zip up if that would help troubleshoot.

by Ice Cream Jonsey » Sun May 07, 2017 4:30 pm

by RealNC » Tue Dec 27, 2016 11:44 pm

Btw, this is the new audio engine:

https://github.com/realnc/SDL_audiolib

by RealNC » Tue Dec 27, 2016 11:42 pm

I'd need to implement native MIDI for all three platforms. And on Windows it's a deprecated API (but since it's Windows, they'll be providing the API anyway for probably the next 10 years or so.)

The old audio engine is just SDL_mixer, which does implement MIDI for all platforms (and thus Hugor 1.0 has MIDI support), but it has shitty support for non-MIDI stuff. Which is why I wrote a new audio engine.

However, that also means I now need to support MIDI myself, and doing three implementations for each platform is more work. What I want to do is just do MIDI synthesis in the interpreter and ship a soundfont (SF2 file) with it. Which also means it will sound better, and most importantly, will sound exactly the same on all platforms. In Hugor 1.0, MIDI sounds completely different between Windows, Linux and Mac.

I'm also toying with the idea of letting the game use its own soundfont.

Right now, all parts are actually in place. The only thing that's missing is finding a soundfont file that a) sounds good, b) is small (something like 5MB), and c) is redistributable without worrying about copyright infringement.

by Ice Cream Jonsey » Tue Dec 27, 2016 9:28 am

Is the MIDI thing something that Hugor won't have? (Not me trying to give you work to do, just asking because I can't find if there was a discussion on it.)

by RealNC » Wed Dec 21, 2016 1:09 pm

Oh, and no MIDI support. So Crimson Spring's MIDI music won't play.

by RealNC » Wed Dec 21, 2016 1:05 pm

These builds lack opcode support, but otherwise, they should be fine.

by Ice Cream Jonsey » Mon Dec 19, 2016 8:07 pm

RealNC wrote:Just finished all new builds:

http://83.212.107.13/~realnc/hugor/icj/Hugor-icj.zip

All builds use the shiny new audio engine, so there's no license problems, no chipmunk speed with some of the MP3s and no horrible audio quality when resampling is needed.

MIDI and Video support is disabled.

All the previous info on how to package the game still applies:

http://www.joltcountry.com/phpBB2/viewt ... ght=#82020
Nikos, is it correct in saying that this is the latest build for Hugor?

by Ice Cream Jonsey » Mon Sep 12, 2016 9:56 pm

Yes, making this a sticky right now.

by Ice Cream Jonsey » Mon Jun 06, 2016 8:55 am

Hello!

I am going to create individual downloads that have Hugor for Mac, Linux and Windows for Necrotic Drift.

What version of Hugor should I be grabbing? I am going to create a sticky here on JC. And I think we were also using IF Wiki for this. (Which reminds me, I should update IF Wiki for Hugor, and I will.)

by RealNC » Fri Sep 11, 2015 2:43 pm

You're right, putting text in those boxes rather than just images is going to result in problems. What I'm saying is that relying on a specific font and size is not gonna work. For example, "Terminal" at 10pt is just too tiny for me. And I assume for other people too. It's not a scalable font. It's a bitmap font, and as such 10pt means different things for, say, 20" monitors and 27" monitors if they both are 1920x1080. On a 20", 10pt is going to be tiny. It will not scale.

I'll include a CFG override that you can set something like:

fixedFont = "Terminal,10"

but you should keep in mind that many people will change it. And whatever default you choose will only work for Windows. Linux and Mac don't have a "Terminal" font, and even if they did, it would result in different sizes.

The defaults for each platform are defined here: https://github.com/realnc/hugor/blob/ma ... gs.cc#L138

On Windows, it's Courier New at 12pt, on the Mac it's Andale Mono 15pt, and on Linux it's whatever the user has configured his desktop to use as the default fixed font.

by Ice Cream Jonsey » Thu Sep 10, 2015 9:11 pm

RealNC wrote:I'll take a look.

However, I have to say that this is very bad design. You should not rely on the fixed width font metric for your UI. This is not going to work the same across all operating systems, as font rendering differs vastly between them.
Soooooooooooooo, take Fallacy of Dawn:

Image

Couple things going on there. I need two bars to come to the same end point when full, but I have "Health:" and "Ree:" there, so I'm locked into a fixed-width font.

Additionally (and this is also seen with Cryptozookeeper) I've got two graphics displayed and then a text window that looks nice when it is lined up with the bottom of the graphics. I've got to use SOME number and the numbers we can manipulate aren't at a per-pixel specific level. It's numbers that correspond to characters, I believe. So if I say that the bottom edge of that window is "25" I think that means it's 25 characters down.

Cryptozookeeper has the same problem as Fallacy of Dawn, and Cyberganked is also displaying a grid of characters and their hit points, spell points, etc.
A game that seems to do it right is Future Boy. Whatever font I select, the UI looks the same.
Image

In this case, Kent isn't putting text in that top window and he also doesn't have the graphics touching each other.

I'm not married to doing the way I've done it for Cyberganked, of course, I just don't know a better way to make everything line up.

Though I'm curious as to what fonts interpreters pick as a default. That is probably your choice with Hugor, I'd guess? I mean, it's got to use something as a default. I'm not too worried if the default fonts used make everything line up. If someone is going to go in there to change them, then they'll see the effect it has. But knowing what the original provided fonts are would also be cool.

by pinback » Thu Sep 10, 2015 1:34 pm

He doesn't know how to do that. :(

by RealNC » Thu Sep 10, 2015 11:33 am

I'll take a look.

However, I have to say that this is very bad design. You should not rely on the fixed width font metric for your UI. This is not going to work the same across all operating systems, as font rendering differs vastly between them.

A game that seems to do it right is Future Boy. Whatever font I select, the UI looks the same.

by Ice Cream Jonsey » Fri Sep 04, 2015 10:46 pm

You may have answered this before, but...

So I tried Fallacy of Dawn in the latest Hugor. Looks great.

Is there a way to force it to use Terminal at 11 pt for the Fixed width font? I don't care what a user uses for Proportional - that should be whatever they enjoy. But the graphics windows up top do not line up correctly with the cyan header to the right of the two graphics windows unless it's specifically at Terminal 11. Using other fonts at 11 points doesn't work and using Terminal at other points doesn't work.

I don't need to "lock" it or anything, but I would loooooooove to make a specific font the defaults when a user starts a game.

(Cyberganked is gonna have the same problem. It's even worse for Cyberganked because if the pictures somehow become less than 600x450 then they generate a sort of awful-looking pattern. And to keep columns lined up for the right window, I need specific fonts there too.)

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