Screen Resolution

This forum supports the Early Access Program for the PC for Buzz Aldrin's Space Program Manager (SPM). iOS, Android and Mac releases are still in development. SPM is the ultimate game of space exploration. It is the mid 1950s and the race for dominance between the US and the Soviet Union is about to move into a new dimension: space. Take charge of the US or Soviet space agencies - your duty is be the first to the moon. Carefully manage your budget by opening programs, spending R&D funds on improving the hardware, recruiting personnel and astronauts and launching space missions in this realistic turn based strategy game.

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Dragoon.
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RE: Screen Resolution

Post by Dragoon. »

ORIGINAL: flanyboy

Well they did announce awhile back it would be on Android and iOS awhile back I believe. Still should support higher resolutions on PC though.
ORIGINAL: Hertston

While Android and iOS is good (BASPM would be first on the shopping list for my Kindle Fire, if available).. well, I'm sure it's not the case but...

.. one could almost get the impression based on the current state of affairs that the real purpose of the 'early access program' (a Matrix first, as far as I'm aware) is to get paying PC beta-testers for what will be primarily marketed as a tablet app. Surely not.. [X(]

http://www.slitherine.com/forum/viewtop ... 93#p432692
ORIGINAL: IainMcNeil Its been designed with iPad in mind - is there any text in particular you mean as it looks large enough to me so maybe we;re talking about different things?

I have no problem that this game is been designed with iPad in mind. But maybe you could include several scalable GUI's for different aspect ratios. Like template for 4:3, 16:9 and 16:10 that then can scale up to the actual user resolution.
For example a GUI template with 1280x720 for 16:9 aspect ratios resolutions, and 1280x960 for 16:10.
jpinard
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RE: Screen Resolution

Post by jpinard »

I have no problem with it being an iPad release either. But right now, there is no "coming soon" for this title on iPad, Android or any other platform outside of PC. I scoured the store page and as of now, this is a PC-only title.

So if the idea here is to use PC gamers to fund a portable version that's fine, but you better be honest up front and on the store page noting that the game is not optimized for PC play.

If this truly is a PC-only release, not having widescreen support is mind-boggling.
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Dragoon.
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RE: Screen Resolution

Post by Dragoon. »

ORIGINAL: jpinard

I have no problem with it being an iPad release either. But right now, there is no "coming soon" for this title on iPad, Android or any other platform outside of PC. I scoured the store page and as of now, this is a PC-only title.

So if the idea here is to use PC gamers to fund a portable version that's fine, but you better be honest up front and on the store page noting that the game is not optimized for PC play.

If this truly is a PC-only release, not having widescreen support is mind-boggling.

Yesterday I saw a post on the Slitherine forums that made me ponder over it a while.

http://www.slitherine.com/forum/viewtop ... 03#p433003
ORIGINAL: IainMcNeil
We're trying to avoid tooltips and right mouse clicks because that would require a completely different solution on the iPad and that would slow the general development and restrict how many features we can implement, so any design issues are trying to be solved in a cross platform way. We could add them but it would need to be for non essential info that you can live without on iPad, or if we decide its important we need a solution that works everywhere.

My first thought was, a game that is partially about rocket science is technically inferior because of the technical limitations of tablet computers. That's just wrong. But after reflecting over this thought for a day it's clearly too judgmental of me. The lack of tooltips and right mouse button support does not necessarily mean a game will have difficulty to convey information to the player or lack usability. But I'm worried when I hear games are designed with Ipad in mind.

As a PC gamer I find we suffered already enough the past decade from horrible console ports and now there are the foreshadows of tablet ports upon us.
Don't get me wrong, there are great tablet games out there. I enjoyed Infinity Blade and Fruit Ninja as much as the next guy, but I would not play them on a desktop PC, it would not be the same, it would not work.
I get frightened when I think about Panzer Corps. How long it took Slitherine to develop an Ipad version, probably because of the tablet limitations, how to display information and the control scheme. When the time comes to develop a successor they probably design it "with the Ipad in mind" too, and I am afraid I may no longer recognized the game I used to like so much.

I rather have dedicated PC or Ipad games that fully take advantage of each platform capabilities without compromises, than to deal with disappointing ports. I really don't need to play Fruit Ninja on my PC, and I'm sure my boss don't we me play it on my worked issued Ipad either. ;)
I understand the necessity to streamline production and maximize profits by selling it on many platforms as possible. We all have to make a living. But if you make a port spent the time to do it right. Even if it means delays and additional cost. My opinion, if you can't do it, then don't do it at all. Still better than to madden and disappoint potential customers.
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JiminyJickers
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RE: Screen Resolution

Post by JiminyJickers »

ORIGINAL: Dragoon
...

Yesterday I saw a post on the Slitherine forums that made me ponder over it a while.

http://www.slitherine.com/forum/viewtop ... 03#p433003
ORIGINAL: IainMcNeil
We're trying to avoid tooltips and right mouse clicks because that would require a completely different solution on the iPad and that would slow the general development and restrict how many features we can implement, so any design issues are trying to be solved in a cross platform way. We could add them but it would need to be for non essential info that you can live without on iPad, or if we decide its important we need a solution that works everywhere.

...

This confirms to me that the game is not intended for the PC at all. There is no excuse not to include right click options for the PC version.

I have lost all interest in this now. I'll try the alternative competitor that is coming out in a while.
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Wolfe1759
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RE: Screen Resolution

Post by Wolfe1759 »

The new AAR got me interested to the point of checking out the pre-release price. I was close to making a purchase but I'm glad I read this thread first.

The apparent focus on making the game iPad friendly even when it is initially being released on PC (which is going to be the only version I care about) and not even supporting widescreen resolutions which have been for a good number of years the standard PC configuration makes it a no buy for me.
"In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill." - Winston Churchill
histgamer
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RE: Screen Resolution

Post by histgamer »

Wolfe to be fair it's still in early access, I trust they will fix the resolution issue. They have to know that would not be acceptable for a final release. I'll be honest I could care less about right clicking. Just because I prefer a right click option doesn't mean developers HAVE to use it. If they find another method better for the game I won't criticize them for making a design choice, even if it's for multi plat reasons, what I wont be happy about however is if the resolution issues are not squared away.

There's nothing wrong with trying new design choices for getting info, as long as all the info is easily accessible right click or no fine, but don't compromise the quality of the product itself for multi plat functions when the initial release is on PC. Right clicks is a design choice, resolution support is a quality choice.
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Nacho84
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RE: Screen Resolution

Post by Nacho84 »

Hello all,

OK, so I discussed this with Iain on Friday and with the rest of the team during the weekend and we've decided that we will support widescreen resolutions (16:9). The UI artist is now reworking the screens to make the best use of the extended length and then I'll have to recreate the new screens in the engine. I cannot promise this feature will come in the next few weeks as I'm focusing on other stuff at the moment, but it will come eventually.

Cheers,
Ignacio Liverotti
Lead Developer of Buzz Aldrin's Space Program Manager
Polar Motion

www.polar-motion.com
spm.slitherine.com
Twitter: https://twitter.com/PolarMotion
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Dragoon.
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RE: Screen Resolution

Post by Dragoon. »

Great news! I can speak only for myself, but as soon widescreen resolutions are implemented you will have my money.
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