Final day for crunching down all stuff to pass for Xbox live previews. You would not believe how many things can go wrong when testing the game with different monitors, resolutions or different Xbox machines in regards to its UI. Here is the small list of unpleasant issues that I encountered and that were after some thought fixed:
- Text and images won't scale and position appropriately
I think we were scaling all twice, there are two main screen variable _UI.SX resp _UI.SY and _UI.SXM resp _UI.SYM, former is the safe width resp height of the screen, the later is the coordinate of the center of the screen. There is also screenScale variable which is 1 when screen is 1080p and 1.5 when 480p. It is important not to use both SX resp SY and screenScale at the same time. - Credits screen was scrolling with different speeds on different Xbox machines
Okay, that was my fault :-). I created TimerByUpdate and ClockByUpdate objects and they were correctly to be running off the OnUpdate(frameTime) method but I put the page.move(speed) method inside the OnProcessInput(input) method which update rate seems to be dependent on Xbox hardware and consequently running with different speeds on different Xbox machines. Putting move method inside the OnUpdate method fixed the different scrolling speed issue.
We were using open source XUI system for Xbox 360 and windows from http://xui.codeplex.com/.
Here is the final screenshot of the credits screen page (Avatars were developed and put there by Blake, the actual text content was written by Ross), thumbstick up/down will stop auto-scroll and start flipping pages up/down, A will start auto-scroll again, B will exit the screen:






