A lot of the work I'm putting in for the next version of Airships relates to its interface. Be that improved module search in the editor, or the ability to mod in new map sizes and difficulty levels. One particular improvement that's long overdue is the ability to scale the user interface elements depending on the screen size.
When I started developing Airships, one of my goals was to make it playable on a resolution as low as 800x600 pixels. I also wanted crisp pixel graphics. This meant that where most modern games measure things in terms of relative size to the screen, Airships measures everything in pixels. The downside of this is that if your screen resolution is high, the user interface becomes rather... tiny. 12pt Monospace text looks crisp and readable at 800x600 but is unreadably small on a high-DPI screen.
With everything in the game based on pixels, smoothly scaling the user interface to be the same relative size for any resolution is out of the question. But I *can* make multiple versions of the GUI that are different sizes, and pick the most appropriate one. And the GUI metrics and appearance are already data-driven and moddable, so a lot of the work for doing this is already done.
I knew that radically changing the GUI scale was going to cause some problems. Places where I'd hard-coded sizes and offsets instead of calculating them properly. Assumptions based on things being approximately a certain size. The fastest way to find those places? Radically scale up the GUI and see where it breaks!
So that's what I did. I made a mod which scales up all user interface elements and metrics by a factor of two:
It's not actually that bad. And it's really obvious for me to now list and fix the problems. The incorrect calculation of button widths. The fixed width of the editor panel on the left. The incorrectly scaled right border of that panel. And so on. Once I've fixed all of them, the GUI will be fully capable of being any size it's told to be, and I can get to work on creating a system for multiple scales.
Airships: Conquer the Skies
David Stark
David Stark
2018-08-16
Action Indie Strategy Singleplayer Multiplayer
Game News Posts 306
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(5250 reviews)
http://www.zarkonnen.com/airships/
https://store.steampowered.com/app/342560 
The Game includes VR Support
Airships Linux 53 [139.2 M]Airships Linux 64 [545.79 M]
Airships: Conquer the Skies - Soundtrack
Airships: Heroes and Villains
In the game, ships are viewed side-on, and their modules are operated by individual crew members. During combat, players give high-level commands to a small fleet, positioning their ships, ramming and boarding others. Ships and terrain are fully destructible: they can catch fire, explode, break apart, and fall. Players can also compete against one another in Internet and LAN matches.
The ships are highly detailed, teeming with sailors moving around at their individual tasks, like an ant farm or a cut-away drawing. The player's choices in ship layout are crucial, and an important part of the game is exploring the design space of different airships and their matching tactics.
- OS: Ubuntu/Debian/Mint
- Processor: 1.8 Ghz+Memory: 256 MB RAM
- Memory: 256 MB RAM
- Graphics: 1 GB VRAM+
- Storage: 1 GB available spaceAdditional Notes: Not currently compatible with Intel HD graphics controllers. May run on other Linux distros. but no guarantees.
- OS: Ubuntu/Debian/Mint
- Processor: 2.2Ghz+ Dual-coreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 2 GB VRAM+Network: Broadband Internet connection
- Storage: 1 GB available spaceAdditional Notes: Not currently compatible with Intel HD graphics controllers. May run on other Linux distros. but no guarantees.
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