You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The zoom levels now depend on the amount of area shown, regardless of window resolution.
- The best solution I could find to the problem of the game maker specifying how far the camera should see, but the player being able to see farther with weird resolutions, is to forget how "far" and focus on the total area of visible world pixels.
- Closes#7.
Copy file name to clipboardExpand all lines: manual/content/changelog.html
+2
Original file line number
Diff line number
Diff line change
@@ -44,6 +44,7 @@ <h2 id="0.26.0">0.26.0</h2>
44
44
<li><spanclass="cl-c">Changed</span> the appearance of water to be more dynamic (using shaders). (Thanks Helodity)</li>
45
45
<li><spanclass="cl-c">Changed</span> how options are organized in the options file, so you may have to set them again.</li>
46
46
<li><spanclass="cl-c">Changed</span> some properties and behaviors of some enemies to make them easier to fight.</li>
47
+
<li><spanclass="cl-c">Changed</span> how window resolutions are handled. The same general amount of area pixels are shown regardless of resolution. i.e. at higher resolutions the player will see things sharper instead of seeing farther than normal.</li>
47
48
</ul>
48
49
49
50
<p><b>Content-making changes</b></p>
@@ -143,6 +144,7 @@ <h2 id="0.26.0">0.26.0</h2>
143
144
<li><spanclass="cl-c">Changed</span> the names of the control-binds related <ahref="gui.html">GUI items</a> in the options menu.</li>
144
145
<li><spanclass="cl-c">Changed</span> the amount of hazards that a <ahref="area.html">sector</a> or a <ahref="animation.html">hitbox</a> can have to 1. Their properties were thus renamed from <code>hazards</code> to <code>hazard</code>.</li>
145
146
<li><spanclass="cl-c">Changed</span> the name of the "screen" limit properties of the <ahref="gui.html">title screen GUI's</a> logo block to read "window" instead.</li>
147
+
<li><spanclass="cl-c">Changed</span> the zoom-level properties of the <ahref="game_config.html">game configuration</a> and <ahref="options.html">options</a> to instead be about the "reach", and renamed to <code>zoom_*_reach</code> accordingly.</li>
Copy file name to clipboardExpand all lines: manual/content/game_config.html
+6-6
Original file line number
Diff line number
Diff line change
@@ -313,16 +313,16 @@ <h2 id="rules">Rules</h2>
313
313
<td>200</td>
314
314
</tr>
315
315
<tr>
316
-
<td>zoom_max_level</td>
317
-
<td>Maximum levelof zoom (i.e. how close the camera can get).</td>
316
+
<td>zoom_closest_reach</td>
317
+
<td>At the closest zoom level, the camera shows an area depending on this value, in world pixels. You can think of this as "on average, the player has a horizontal view span or vertical view span of this amount". The area is calculated as this value squared.<br>Because different window resolutions can show more on one direction than another, and because the corners of the window show much farther than the sides, it's no use trying to control exactly how <i>far</i> the player sees, and so <i>Pikifen</i> instead focuses on the <i>total area</i> of visible world pixels at any moment. As an example, for an area of 87'025 pixels (295 squared), on a square window resolution like 1024x1024, the player will see 295 pixels far horizontally and 295 vertically. On a 16:9 resolution like 1024x768, the player will see around 340 horizontally and 256 vertically (around 87'040 pixels).</td>
318
318
<td>Number</td>
319
-
<td>3</td>
319
+
<td>295</td>
320
320
</tr>
321
321
<tr>
322
-
<td>zoom_min_level</td>
323
-
<td>Minimum level of zoom (i.e. how far away the camera can get).</td>
322
+
<td>zoom_farthest_level</td>
323
+
<td>Same as <code>zoom_closest_reach</code>, but for the farthest zoom level.</td>
Copy file name to clipboardExpand all lines: manual/content/history.html
+1-1
Original file line number
Diff line number
Diff line change
@@ -18,7 +18,7 @@
18
18
19
19
<h2id="creation">Creation</h2>
20
20
21
-
<p>The idea for the engine started on mid2013, with the intent of both allowing <i>Pikmin</i> fans to make their own games reality as well as to create a fun and challenging <i>Pikmin</i>-related project. The idea was made public on Pikmin Fanon, where <ahref="https://www.pikminfanon.com/wiki/Topic:Pikmin_Engine_by_Espyo">a topic</a> was created to gather feedback, before starting the project. On the 15th of August, 2013, development of the engine officially began. Ever since, different versions have been released, each one more complete than the last.</p>
21
+
<p>The idea for the engine started on mid-2013, with the intent of both allowing <i>Pikmin</i> fans to make their own games reality as well as to create a fun and challenging <i>Pikmin</i>-related project. The idea was made public on Pikmin Fanon, where <ahref="https://www.pikminfanon.com/wiki/Topic:Pikmin_Engine_by_Espyo">a topic</a> was created to gather feedback, before starting the project. On the 15th of August, 2013, development of the engine officially began. Ever since, different versions have been released, each one more complete than the last.</p>
22
22
23
23
<p>On February 2nd, 2018, the project got rebranded, and the mission statement changed a bit. Instead of it being called "Pikmin fangame engine", it got renamed to "<i>Pikifen</i>", and the idea was no longer to make fan games a reality, since that proved to be too ambitious at best, and outright impossible at worst. Instead, the goal became to create a fun engine in which people could create and play their own content, and the idea to make full games in it being secondary.</p>
<td>When pressing the camera button, the zoom level swaps between near, far, and this amount.</td>
67
-
<td>Number</td>
68
-
<td>1.50</td>
69
-
</tr>
70
64
<tr>
71
65
<td><code>mipmaps</code></td>
72
66
<td><code>true</code> to enable <ahref="http://en.wikipedia.org/wiki/Mipmap">mipmaps</a>, <code>false</code> to disable them. Enabling them is recommended, and increases VRAM usage for slightly less GPU usage. Turn it off if you need RAM. Might affect performance.</td>
Copy file name to clipboardExpand all lines: source/documents/misc_info.txt
+1-2
Original file line number
Diff line number
Diff line change
@@ -116,8 +116,7 @@ Bag of notes (useful stuff)
116
116
Ideas for representing height
117
117
Distant sectors (above, below, or both?) could have fog drawn on top of them
118
118
What about upscaling the game?
119
-
Forget it. It's an insane headache. Between changing all of the file formats, variables, constants, etc. to the new numbers, you'd have to update the SVG and PNG files, and there are other tiny code problems that aren't immediately apparent. Players can just increase the resolution and zoom_mid_level.
120
-
What if a higher resolution zooms in the game further (except for the HUD and menus and such), and zoom_mid_level can be used to see more or less by default? This makes sense, since if the game's min zoom is 0.5, that's because the creator doesn't want you to see too far.
119
+
Forget it. It's an insane headache. Between changing all of the file formats, variables, constants, etc. to the new numbers, you'd have to update the SVG and PNG files, and there are other tiny code problems that aren't immediately apparent. Players can just increase the resolution and zoom_medium_reach.
121
120
Pathing
122
121
The only possible way to calculate the stops is by doing it first, before paths. If the engine could decide any stop at will, then were would the threshold be? What would stop it from deciding the last stop is like on the opposite side of the map from the target spot?
123
122
Mobs that care about paths can only be in one of two stats: moving, or stuck
0 commit comments