Struggling with right choice of resolution

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Adjusting the game screen for different resolutions (Letterbox scale)
  • Hello,

    Just wondering.. it is possible to change WindowSize on startup ? I am struggling with "the right choice of resolution" for a pixel art game to target desktop. I wanted to have many options for the user. At first i wanted to go 1280x720.. but then that won't scale if the user go fullscreen (offcourse because it must be integer), i tried crop.. but i have a nightmare time to make the HUD fellow the viewport when scaled 1x, 2x and 3x.

    Any ideas of suggestions ?

    Thanks!

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  • Master the positioing of HUD stuff because desing for 1 resolution or using letterbox is a silly compromise to make when theres so many different types of screens.

  • Then again, making something that looks slightly distorted is better than trying to cope with frustrating limitations and ending up not creating anything at all. Why can't we just have a "stretch" mode, anyone?

  • Stretching with no regard to scale/proportion is a sin.

  • You can supposedly change the window size with the System > Set canvas size action.

    Also mess around with the fullscreen scaling options in your properties.

  • Master the positioing of HUD stuff because desing for 1 resolution or using letterbox is a silly compromise to make when theres so many different types of screens.

    I agree too. However, its not that easy lol i tried to find a guideline and no issues. Maybe i should continue this way..

    Then again, making something that looks slightly distorted is better than trying to cope with frustrating limitations and ending up not creating anything at all. Why can't we just have a "stretch" mode, anyone?

    I don't really agree. My game is a pixel art game and to be honest if its not scalling (by integer) its a nightmare visually.

    Stretching with no regard to scale/proportion is a sin.

    I agree..

    You can supposedly change the window size with the System > Set canvas size action.

    Also mess around with the fullscreen scaling options in your properties. <img src="smileys/smiley1.gif" border="0" align="middle" />

    Tried already. What change is not the windows size..

  • We need to have the ability to set the Window Size at runtime as part of an Event->System->Set Window Size.

    I can't see why it shouldn't be possible for this to be made a feature.

  • I agree with you too.. this would solve a lots of problems.

  • I agree that Set Window Size as an action would be very useful <img src="smileys/smiley20.gif" border="0" align="middle">

    Also stretching like sqiddster suggested in his last post here and the possibility to apply a hqx shader would be great <img src="smileys/smiley2.gif" border="0" align="middle">

    Both of these options would solve a lots of problems regarding different resolutions <img src="smileys/smiley20.gif" border="0" align="middle">

  • I fixed my problem with Crop mode and HUD positionning. Was really challenging but ended up with a solution that can adjust stuff automatically. The idea is spotting Viewport variable change then reposition the whole stuff.

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