Widescreen console stretched

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Expand view Topic review: Widescreen console stretched

Re: Widescreen console stretched

by Enjay » Tue Oct 27, 2020 9:47 am

Kinsie wrote:Quick-n-dirty test to get some ideas going.
I actually really like the look of those. However, using D for Doom, while sensible and consistent with the others, with the current connotations of "getting/wanting the D" (etc), I'm not convinced it's the best choice. ;) The whole word would work better for Doom anyway IMO simply because that D is set up to be the opposite side "bookend" to the M in DooM and it looks a bit weird on its own.
drfrag wrote:GZDoom now uses the border flat as console background.
Which I actually think of as quite an inspired choice. It seems so obvious now that I don't know why no one had thought about it before Graf hit on the idea. It must have been a real "doh!, of course" moment.

Re: Widescreen console stretched

by drfrag » Tue Oct 27, 2020 9:22 am

GZDoom now uses the border flat as console background.

Re: Widescreen console stretched

by Kinsie » Tue Oct 27, 2020 8:23 am

Quick-n-dirty test to get some ideas going.
Image
Image
Image
Image

Re: Widescreen console stretched

by drfrag » Tue Oct 27, 2020 5:19 am

Scuba Steve wrote:I was bored and started playing around with some ideas. Most likely nothing final and they'll need a lot more work to fit properly, but thought I would post before I go any farther.

https://drive.google.com/drive/folders/ ... sp=sharing
I'm thinking about including those in LZDoom, they are already widescreen (16:10) and look good ingame (at least at 16:9 and assets will be optional). The only thing left is the license i think.

Re: Widescreen console stretched

by Scuba Steve » Sat Jul 11, 2020 12:53 am

Definitely, but I didn't want to tinker with it until I knew more about implementation.

Re: Widescreen console stretched

by Nash » Fri Jul 10, 2020 11:34 pm

Steve: I suggest darkening the entire images a little more, to aid readability of the actual console text on top of those.

Re: Widescreen console stretched

by Graf Zahl » Fri Jul 10, 2020 11:26 pm

These look quite good but are lacking proper widescreen support. Any CONBACK image should be adaptable to the important screen sizes without stretching.

Re: Widescreen console stretched

by Scuba Steve » Fri Jul 10, 2020 5:44 am

I'll hold off on refining them until I know how they will be handled... but I figured I'd jump-start the conversation by making samples.

Re: Widescreen console stretched

by Gez » Fri Jul 10, 2020 2:28 am

The simplest would be a simple tiling pattern so that we don't have to care about aspect ratio, and the logo displayed on the top.


With your bordered pictures, I think the best would be to have a system like the one in place for screen borders: separate elements for angles, tiling elements for the non-angle sides, tiling element for the interior, and the logo. Then the engine can construct the background automatically for any aspect ratio.

Re: Widescreen console stretched

by Scuba Steve » Thu Jul 09, 2020 8:32 pm

I'll just let you do with them as you please, whatever license that might be. The only question is, how would individualized console backs work? Like widescreen where they are centered but more is exposed based on the width of the screen? Multiple different sized variants? Stretched?

Re: Widescreen console stretched

by Rachael » Thu Jul 09, 2020 8:18 pm

Those are actually pretty cool, I think those have a high chance of inclusion when they are completed. :)

What are you planning on licensing as? Seeing as how they seem to include some derivative assets, they will have to be distributed with the game support archive.

Re: Widescreen console stretched

by Scuba Steve » Thu Jul 09, 2020 7:16 pm

I was bored and started playing around with some ideas. Most likely nothing final and they'll need a lot more work to fit properly, but thought I would post before I go any farther.

https://drive.google.com/drive/folders/ ... sp=sharing

Re: Widescreen console stretched

by Enjay » Thu Jun 18, 2020 5:08 am

Graf Zahl wrote:My idea would be something like Quake: The game's logo embossed into a mostly neutral background that could have different structure fitting the games
For reference:
Image

Image

Re: Widescreen console stretched

by Graf Zahl » Thu Jun 18, 2020 3:54 am

Doom 1, Doom 2, Plutonia, TNT, Heretic, Hexen, Strife, Chex Quest should be there. Hacx and Harmony would be nice - the rest is less important.
I think a single Doom graphic would be a bit lame. My idea would be something like Quake: The game's logo embossed into a mostly neutral background that could have different structure fitting the games - preferably at a somewhat higher resolution than 320x200 and of course fully widescreen compatible.

And it should be clear that these images go into the game_support.pk3 file so that they can use the games' original assets as a base.
Agreed about the generic fallback - it'd be better than dimming the screen with a solid color. This would go into gzdoom.pk3 then.

Now all we need is someone willing to create these things. ;)

Re: Widescreen console stretched

by Enjay » Thu Jun 18, 2020 3:44 am

Rachael wrote:I was thinking of those blue computer tiles, except a) not actually those, b) look like those, but more gray or a neutral color, possibly blue-gray, and c) not actually tiled, but generated to cover an entire 320x200 area.
Extending that to the other games, a similar "not too noisy but game-characteristic" graphic for each game could be identified and used as an inspiration for each background. How many would be needed? Doom (all variants), Heretic, Hexen, Strife? Beyond that, I think they might be "nice to have" grapics, but less essential.

Perhaps, instead of Graf's idea of dimming the screen, an utterly generic graphic could be made as a non-specific fallback.

[edit]By "Doom (all variants)" I meant that, as a minimum, we'd only need one graphic for all Doom games - one for each would be nice, but not essential.[/edit]

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