Scalable UI (Full Version)

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Kilovski -> Scalable UI (8/20/2018 11:48:04 PM)

Another question. Will the game have a scalable UI for high resolution/4K monitors. Just wondering as with some games when you play at 3840 by 2160 resolution all the buttons and on screen text info etc scales down accordingly and becomes too tiny and illegible. I know games like Total war Warhammer have a scaleable UI, with the user being able to set the UI size with a percentage slider bar so the game is 4K, but the player doesn't have to squint at minute buttons and controls




PipFromSlitherine -> RE: Scalable UI (8/21/2018 3:27:48 PM)

It uses the same UI system as other Archon games which correctly and reasonably handles 4K and larger resolutions. That said, the UI isn't generally scaleable in the way you describe - if nothing else it is very hard to do on non-modular UIs or those with lots of interlocking information.

Cheers

Pip




Kilovski -> RE: Scalable UI (8/22/2018 10:41:33 AM)

Thanks for getting back to me [:)]. By no means a deal breaker, looking forward to the game when its out. Just curious, what other games use the Archon engine?




PipFromSlitherine -> RE: Scalable UI (8/22/2018 3:24:19 PM)

FoG2, Sanctus Reach, CC:TBF, Steel Tigers, and another unannounced title.

Cheers

Pip




uneducated -> RE: Scalable UI (3/29/2019 7:59:49 AM)

Viewing the game from different display resolutions ought to be integrated into game development. There are tools to do this for web design. The studio ought to have a 4k monitor, and perhaps 3 linked monitors to see how the product works outside for end users.

Paradox Studio ran into some problems like this (rusader kings ii and stellaris) and tried to retrofix it using scalable fonts for the user interface. It was a quite effective fix.

The Qt interface used by KDE-Plasma and seen on things like high end car user interfaces scales with the display.




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