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Right now the game is optimised for 1920x1080, but I want to make it work on more resolution. What was the text problem and what resolution were you playing on? :)

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I understood what he meant. Very small and hard to see text. That's why I suggested adaptive-custom scaling of the text from the menu. From 100% (current countdown) to 250% for people with low vision. On my gaming site, every second complains about the UI 

you have a gaming site with a post about Hero's Hour? Can I see?

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https://small-games.info/?go=game&c=79&i=28845 I publish your game on it +/- daily in updates. On a site with a base of 3000-5000 people per day. Plus a couple more sites with a smaller audience, I also publish on them.

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btw, I'm working on auto-combat right now as per your suggestion. I'd never have implemented it otherwise since I personally don't like it, but, y'know, the need of the many... :)

I played on 1366x768 resolution (default my laptop resolution). Almost all text is too small, it's hard to read my laptop (even it can be read) 
like HootHootOwn said before. I had checked the settings but I can't found any clue for scaling text size or change the resolution of the game.

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thanks! I have a plan for custom UI scaling for the next update. I'm sorta just collecting screen resolutions I will need to support

Any chance if I send you an early build by email you could test if it works out?

I think it is worthwhile (for now) to limit ourselves to the most common resolutions for 16: 9 monitors. Namely 1080p, 900p, 768p, 720p. If necessary, I can also help with testing.

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great to hear! I'll see if I can't get a prototype out before the day is over. An email I can use to contact you? You can mail me at ThingOnItsOwn@gmail.com 

sure, I will introduce myself by email.

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ttsan@yandex.ru (don't subscribe me to spam mailing only). If possible, then compile the game immediately in 64 bit on Windows and Android. GameMaker seems to be able to do this out of the box, as far as I remember.