Posts Tagged ‘XNA’

Win/Mac and X360 differences (2) : Screen resolution and aspect ratio

Monday, January 4th, 2010

The second “Win/Mac and X360 differences” post is about the aspect ratio and resolutions of the screen. This may not apply to all games as more and more casual games nowadays can be played on multiple resolutions included the X360 ones. However, I decided to write a post about it because that’s a problem I am facing at the moment.

Most PC/Mac casual games are only developed for a 4:3 resolution (640×480, 800×600 or 1024×768 generally). However, on X360, resolutions are mostly 16:9. In fact, the 1280×720 resolution is recommended by the XNA developers to ensure the game works on every video adapters. Spring Up’s resolution on computers is 800×600, and it will be 1280×720 on XNA, as shown on the first screenshot revealed last month.

Of course, there is a difference in the number of pixels, but the biggest problem is the aspect ratio (from 4:3 to 16:9). The following picture illustrates the problem.

aspectratio
aspect ratio differences

The blue sections represent the X360 screens and the green sections represent the PC screens. The first illustration shows how the 800×600 screen fits in the 1280×720 screen without any change of resolution. That’s the easiest way to do and what I did for the first screenshot of the game. Basically, you don’t change anything, you just render your game in the center of the X360 screen.

On the second illustration, the PC screen is enlarged so that it fits with the height of the X360 one. This is a 1.2 scale that transforms the PC screen in 960×720. You can see there are blue portions on the sides. That’s what Peggle did (see XBLA screenshot). They just added some (useless?) stuff on the sides to fill the gaps.

There is a third solution that scales the PC screen so that the left/right borders match with the 1280 width of X360. This is a 1.6 scale. In this case, some pixels are lost on the top and bottom if you keep the 4:3 aspect ratio.

I do not want to scale the objects of the game (balls, fans, launcher…) because I prefer pixel perfect sprites (one pixel of the texture is exactly one pixel on the screen). Consequently, in Spring Up!, I will probably move the items that compose the levels so that I take up more space on the screen. A good point to this solution is that it will contribute to correct one problem of the game stated earlier: objects will less likely be stuck due to extra spacing between targets.
I will also tweak the level design to “fill the blanks”, mostly on the left and right sides.
As the background is made up of tiles of 100×100 pixels, I just have to draw more tiles so that’s not a problem.
The walls will of course need to be moved to the sides of the screen.

Another detail that sometimes bother people that don’t think about it right from the beginning is the “title safe frame”. On X360, it is required that every important instruction on screen is displayed in the inner 80% of the screen. In 1280×720, that is 1024×576. On Win/Mac, I have many important information on the borders of the screen (bonus bar, score, level). I will need to change game design here to pass this requirement. I keep that in a corner of my head for the moment and will decide how to do it when working on the UI.

That’s it for resolution and aspect ratio, feel free to comment!

And happy new year! ;)

Win/Mac and X360 differences (1) : C++ and C#

Monday, December 28th, 2009

I will write a series of posts about the differences in developing for Windows (or Mac) and working for X360 with XNA Game Studio.

The first post of these series is about the most obvious difference : the programming language.

code

All my PC and Mac games were developed in C++ because that’s the language I’m most efficient with. I developed in C++ for years. Retail X360 games are mainly developed in C++ too, but to work with XNA Game Studio, you have to use C# and the XNA Framework. C# was new to me, but it’s easy to learn when you know other objects-oriented languages.

XNA Framework is also offering a lot of interesting libraries to help develop games. For instance, here are a few libraries I used on PC and Mac that are provided by the XNA Framework:

  • 2D rendering : I used Popcap framework (Win) and SDL (Mac). XNA provides easy ways to draw sprites using the SpriteBatch class.
  • Audio : I tried Audiere in my first Windows games and now I use SDL_Mixer (Win and Mac). XNA uses SoundEffect and Song classes.
  • Game management : I used in-house code, XNA provides various helping classes (Game and GameComponent for instance).
  • Math : I developed my own functions in C++, XNA has all you need (2D/3D Vectors, Matrices…).
  • Input : I used specific Win32 and Mac functions in C++. Once again, XNA provides easy classes to deal with input (Keyboard, Mouse and GamePad classes). Of course, inputs are different on computers and X360 console. More on this later ;)

But there is still many code to rewrite when porting the game. For Spring Up! there is obviously all the game code, and the physics engine. I am also using gameswf (a flash library) to draw all the UI of the game in Win/Mac. I won’t try to port it to X360 for two reasons : 1) it’s a lot of work, and 2) the UI I made with gameswf must be used with keyboard/mouse. I will probably have to write specific UI code for X360.

C++ code that is not platform specific (like game code or even the physics engine) is quite easy to port. Here are the few adaptations I have to make:

  • No pointer in C# (well, except unsafe mode but I don’t use that). Basically, it just means removing *’s ;)
  • No delete. You have to trust the garbage collector. For now, it’s working smoothly but I’ve read some people are having troubles with that.
  • No include files : that’s awesome! One file only per class is handy.
  • No STL (even though I don’t use them much) : C# lists are very handy, better than STL and the syntax is also easier to read.

When I have big functions to port, I basically copy and paste the code from C++ to the C# editor, and modify what needs to be modified. Quick and easy. So far, it went pretty smoothly.

Feel free to comment!

First Screenshot of Spring Up! on XNA

Tuesday, December 22nd, 2009

Here is the first screenshot of Spring Up! XNA. It was made using a windows build of the XNA project.

First Spring Up! screenshot
Click to Enlarge

This screenshot was taken two days ago, just before starting to work on the game and physics code. Here, the rendering components and textures are properly imported to XNA. Background generation is using RenderToTexture (it was a software generation of a texture in Win/Mac). Game items are properly displayed, with the launcher and receiver in place. It is clear that I will have to make choices to handle the difference of resolution (from 800×600 to 1280×720).

So this was quite fast, and I don’t think I will have much trouble with the game specific code. However, I am already having difficulties with the physics part. And with Christmas coming very soon, I will probably not spend a lot of time working.

If you have any questions/remarks, feel free to comment!