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879391 Posts in 32976 Topics- by 24364 Members - Latest Member: caraag31

May 24, 2013, 01:04:24 AM
TIGSource ForumsDeveloperCreativeDesignWhy indie games are windowed while AAA titles are full screen?
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Author Topic: Why indie games are windowed while AAA titles are full screen?  (Read 2020 times)
Archibald
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« on: April 03, 2012, 11:59:22 AM »

This makes me puzzled, why almost all indie or free games start in windowed mode while all games made by bigger companies start in fullscreen? It's not a technical thing since most of these games still have the "fullscreen" option. The only difference is that big commercial titles have this option checked by default while indie games not.

Any ideas why? This does not make sense to me...
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brettchalupa
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« Reply #1 on: April 03, 2012, 01:15:03 PM »

All lot of this has to do with the tech the game was built in. From my observations, Flash (AIR), Game Maker, and things like LOVE2D automatically launch in Windowed mode. Some offer fullscreen modes and some don't. The ones that do can be changed in the options and configuration. A lot of games made in those technologies offer a 1x, 2x, 4x scaling option, which is useful but not resolution dependent.

If you look at games built in their own engine or a traditional native engine, the games can be configured to launch in full screen initially. I don't think it's a AAA or indie thing at all.

My reasoning could be off, but that's just from my experience working with different technologies. I prefer the game to launch windowed, as I am usually working on two screens and it messes everything up when a game launches fullscreen. I think another reason why some developers choose to launch windowed and offer only specific scaling options is because it can be challenging for a small team to support the problems that come with the variety of resolutions out there.
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John Sandoval
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« Reply #2 on: April 03, 2012, 01:16:44 PM »

All lot of this has to do with the tech the game was built in. From my observations, Flash (AIR), Game Maker, and things like LOVE2D automatically launch in Windowed mode. Some offer fullscreen modes and some don't. The ones that do can be changed in the options and configuration. A lot of games made in those technologies offer a 1x, 2x, 4x scaling option, which is useful but not resolution dependent.

game maker can launch in whatever you need
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cynicalsandel
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« Reply #3 on: April 03, 2012, 01:19:04 PM »

Because fullscreen launches are obnoxious and I have to adjust the resolution anyway. Windowed games are less frustrating.
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PaleFox
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« Reply #4 on: April 03, 2012, 01:40:31 PM »

why are some generalizations and some generalizations



i've played indie games that run fullscreen and aaa games that run windowed


you're an idiot
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brettchalupa
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« Reply #5 on: April 03, 2012, 01:47:02 PM »

All lot of this has to do with the tech the game was built in. From my observations, Flash (AIR), Game Maker, and things like LOVE2D automatically launch in Windowed mode. Some offer fullscreen modes and some don't. The ones that do can be changed in the options and configuration. A lot of games made in those technologies offer a 1x, 2x, 4x scaling option, which is useful but not resolution dependent.

game maker can launch in whatever you need

Ah, my bad. Embarrassed
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Shackhal
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« Reply #6 on: April 03, 2012, 01:47:39 PM »

Is not like indies and AAA games have their own rules or we are forced to put windowed in our games. It depends of what game's atmosphere we want to show. And you can choose what screen mode is the most appropriate to your game.

you're an idiot

Please, don't make cry this little person. He is just...confused.
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eigenbom
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« Reply #7 on: April 03, 2012, 02:45:44 PM »

i've played indie games that run fullscreen ...

He didn't say that all indie games run windowed, but I think saying almost all is definitely an exaggeration, unless he means almost all that I've played.

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Archibald
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« Reply #8 on: April 03, 2012, 03:03:16 PM »

I meant that almost all indie games start with DEFAULT windowed mode off while I can't recall even one big company title without fullscreen as default. What's puzzling is majority of these games still have the capability of going fullscreen, it's merely a choice what is default...

Well, it could be that I have checked some strange set of games, but still two people above posted they either hate windowed mode or they choose it depending on the atmosphere they aim for. So, even if "almost all" is an exaggeration saying "around half" is still a huge difference from non indie titles. For big titles there is never any disparity, these always have fullscreen as default.

I get a feeling that some indie devs think that windowed mode is as good as fullscreen for a game and that the big companies are doing it all wrong... Or maybe there is another reason?
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Noah!
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« Reply #9 on: April 03, 2012, 03:07:59 PM »

AAA games: 3D, built for high-resolution, high-detail, scaling ain't no thing.
Indie games: 2D, typically built for low-resolutions, most textures/sprites drawn at-resolution.

Let's face it, as much as we love them chunky pixels, you just can't scale 640x480 up to today's modern resolutions. It's like getting grandma's teeth shoved right up in your face. Big, blocky, two feet away from your eyes. Nobody wants that.
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Shackhal
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« Reply #10 on: April 03, 2012, 03:29:42 PM »

Big, blocky, two feet away from your eyes. Nobody wants that.

Only "pixels lovers" adore it.
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Manuel Magalhães
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« Reply #11 on: April 03, 2012, 03:36:36 PM »

Actually "Pixel lovers" cry inside each time they see badly scaled pixels.
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Richard Kain
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« Reply #12 on: April 03, 2012, 04:18:01 PM »

Because fullscreen launches are obnoxious and I have to adjust the resolution anyway. Windowed games are less frustrating.

This is part of it. Proper fullscreen support requires a bit more...support. You have to go out of your way to take multiple resolutions and aspect ratios into account. It requires more effort for less return, and a lot of indie developers just don't want to spend the time on it.

Actually "Pixel lovers" cry inside each time they see badly scaled pixels.

This is another part of it. Pixel art requires proper scaling in order to look nice and crisp. If you leave it up to an automated system, you're going to blurry, poorly scaled visuals. Again, this means more trouble to go through that most indie devs don't want to bother with.

I actually cooked up a full-screen solution that works really well with Haxe + NME, and I'm working on another one for SFML + OpenGL. (as part of my effort to learn C++) I'll post a full-screen tutorial for Haxe + NME soon, and one for OpenGL as soon as I'm finished with it.
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Paul Eres
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« Reply #13 on: April 03, 2012, 05:13:31 PM »

I meant that almost all indie games start with DEFAULT windowed mode off while I can't recall even one big company title without fullscreen as default. What's puzzling is majority of these games still have the capability of going fullscreen, it's merely a choice what is default...

this is completely false, it's definitely not "almost all" -- play more indie games
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SundownKid
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« Reply #14 on: April 03, 2012, 08:08:46 PM »

I think it's mostly because indie devs can't afford to make high-rez graphics, especially pixel art (or graphics that will look good at that size), and obviously the multiple resolution issues apply as well, whereas windowed games don't need a resolution picker. With 3D games, though, it's probably easier to go fullscreen since you're just changing the camera size.
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