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In response to Ter13
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Read my last response ;)
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In response to Rushnut
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It's altogether possible that the bugs I mentioned were fixed some time between 3.5 to now, but I first noticed them maybe five months ago, and I infrequently update BYOND.
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In response to Falacy
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I actually was already attempting this, but thanks for the info on how to do it! :F
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In response to Rushnut
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No no no. It wouldn't if you won't allow players to stretch it, in skin editor set icon-size to 32 as default, and for extra security set icon-size to 32 on login. Then set only one anchor (top left, bottom right etc). Map won't change it's size then. And only panels will
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In response to Ripiz
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Nono, the icon size, well, it will stretch, hence the whole stretch to fit idea.
|_| = box | | |__| = box after what you said. |
In response to Rushnut
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If he plan to put all stats, inventory and etc onto map, then yes, it will look like that. But if engine is done properly it won't add any lag in drawing
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Personally, I use [link]
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In response to Koil
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Lol. What I do is go to the skin and go to the map part. I go and un-check the stretch map thing and where you insert the number at just put in a high number say 165 or 200 and their the map will be filling the screen and it will be zoomed in also. I'm sure you can work around this somehow xD or find a way to implant it good. Hope I Helped.
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In response to Ssj4justdale
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To keep your beautiful icons looking 32x32 no mater the size of the map or screen,
there used to be a beautiful piece of code. But now it's even easier. Skin - Map - Options Unckeck "Stretch icons to fit map". Rather, set Icon size (in pixels): to 32 Best, Resolution, Ever. |
In response to Koil
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Why use javascript when BYOND can figure out your resolution on its own? In your interface create a new invisible window with no titlebar or statusbar and call it resolution. Run the following code to grab the players screen size.
client It's only going to return the horizontal value because that's all you really need. That and the vertical size will always be wrong because of the taskbar. |
In response to SuperAntx
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If it helps, I've had a lot of luck with this in my world code:
world My resolution's showing up just fine at 32x32, with no extra configuration. I'm using BYOND 4.52, latest version. |
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Between 3.5 to now, I've seen several glitchy behaviors:
For instance, setting a window to maximized, then getting its size still returns the original size, and not current size.
In order to do this, I had to use a workaround. I used an invisible label anchored to the bottom-right of the map. I then maximized the window, and got the position of the element to determine the size.
Windows vista handles title bars very strangely. When removing them on the fly, they can severely mess up calls to change the size of a window within the same winset.
To do this, I had to use two winsets, one taking the title bar away, then another changing the size of the window. Otherwise, I got some really bizarre results.
Good luck to you!
The formula I tend to use is this:
I don't like using anchors for this sort of a system, simply because anchors can't snap to every 32 pixels.