Today, I was awake at 6am as it was holiday morning. Not for me, I’m staying here, but it means I was awake at 6am, and naturally, ended up programming by 7.30am.
Sooo… I thought I’d get the screen res code done today, and here it is at 11.55PM and it’s still not 100% what it should be. I’ve stopped for food twice, and didn’t linger over it. Bah.
Now granted, I spent maybe two hours dealing with the upcoming German translation of Democracy 2, but the rest of the time I’ve had my head buried in the directx documentation trying to find out just how the hell it’s supposed to handle a screen res change under directx9. I finally got there, and I’m still ironing out the bugs in certain circumstances, but my main objective now at least looks doable, which was to retain the feature all my games have of ‘in-game’ resolution toggling.
I HATE it when games ship with a separate ‘launcher’ app that you use to set the screen res. It’s just so fiddly. I much prefer being able to fiddle with such things, especially windowed / fullscreen toggling ‘on the fly’. I doubt it will be possible mid-battle, but at least it will be a part of the main app itself. Plus it makes it trivial for me to test that the GUI works in all resolutions. 768 really pushes it height wise, but I’ll sort it.
Today was not fun, it took longer than it should had, and it was seriously frustrating and involved. The idiot who knocked on my door to try and doorstep-sell me energy supplies got told where he could shove his special offer :D