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PostPosted: Mon Dec 14, 2009 11:45 am 
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Hey.


If you've tried out jme it comes with a properties dialog that allows you to set the resolution, fullscreen, vsync, etc.

Perhaps this would be a good addition for Slick?


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PostPosted: Mon Dec 14, 2009 11:46 am 
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appel wrote:
Hey.

If you've tried out jme it comes with a properties dialog that allows you to set the resolution, fullscreen, vsync, etc. Beats hardcoding the stuff.

It also allows you to have a nice "splash" image for your game.

Perhaps this would be a good addition for Slick?


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PostPosted: Mon Dec 14, 2009 1:43 pm 
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+1 for me, but is a Community Project, not a bug?

Please consider how to implement this system to be game-indipendent, do you have some ideas?

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PostPosted: Mon Dec 14, 2009 1:59 pm 
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I'd have to say -1 for this, its extremely trivial to implement and better left as a utility class, also not every game will need this, most just have a fixed resolution that is easy to just hard code into the source.

Its a good feature and would be useful to have but maybe not in the core slick jar.


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PostPosted: Mon Dec 14, 2009 3:17 pm 
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kappa wrote:
Its a good feature and would be useful to have but maybe not in the core slick jar.


i agree, as extension!

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PostPosted: Mon Dec 14, 2009 4:06 pm 
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kappa wrote:
I'd have to say -1 for this, its extremely trivial to implement and better left as a utility class, also not every game will need this, most just have a fixed resolution that is easy to just hard code into the source.

Its a good feature and would be useful to have but maybe not in the core slick jar.


I disagree :)

1. I think it should be part of the Slick core. If I know Slick correctly it mainly provides you with the necessary scaffolding for your games (input, window setup, game loop, states, etc.) and, primarily, ability to draw graphics in a similar way as Java2D.
Already we have pathfinding, tiled map support in the slick core. Why does setting up your game window belong to an extension and not those?

2. As you said, it's something that is very small, so doesn't add anything to the size of the library.

3. I can imagine many programmers would like to have this option in the core, and also people running the games, without the hazzle of downloading some extra jar for it or copy some java code from a forum post.

Anyway, just a request :)


Last edited by appel on Mon Dec 14, 2009 4:24 pm, edited 1 time in total.

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PostPosted: Mon Dec 14, 2009 4:18 pm 
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fair enough, you have valid points.

think kev's already mentioned somewhere that in some future release, slick will be a bit more modular, so core will be smaller, not sure what the plans are for that.


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PostPosted: Sat Dec 19, 2009 1:32 pm 
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1. The things like tiledmap support and path finding shouldn't be in slick core, or maybe slick at all. It needs splitting up generally.

2. It is very small but annoying brings in all sorts of dependencies for the UI layout etc (unless you implemented it in GL, at which point it brings either uglyness or a UI library)

3. Slick is predominantly aimed at 2D. I know many do, but the majority of games that are 2D have a fixed resolution or scale to desktop size.

Kev


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