Hello again! <img src="smileys/smiley1.gif" border="0" align="middle" />
For my game I'd like to have a reasonable full screen that many different computers could play on, so it was a godsend to find TL22's example on fullscreens, which I adapted to the size of my sprites. The problem? With my screen aspect ratio of 16:9, the 17 inch screen comes off a bit... strong. My eyes are actually aching from looking at the screen and playtesting my game while in full screen for a few minutes, which is a first for me. It's like sitting in the front row at a movie theater. Murder on the eyes. <img src="smileys/smiley5.gif" border="0" align="middle" />
And it's now that I realize that most games you download on the computer don't normally take up the whole screen, but instead have black bars to take up the rest of the screen and still give that full screen effect.
Now I'm aware of an example made by Ashley about a year ago which involves the use of Black bars, but from what I've read, there's way too many work arounds needed to even use it, such as the inability to use 0% scroll rates (Therefore rendering HUDS and Pause menus an all new problem).
SO would there perhaps be a way of adding black bars to a screen that's actually at a set resolution, therefore giving it a fullscreen effect? You could even combine that with TL22's example to accomidate multiple screen ratios. I think that could work, it's just that I have no idea how to implement the black bars without causing the problems I mentioned earlier.
Does anyone know if what I'm asking is possible?
For those curious, here are TL22 and Ashley's examples:
scirra.com/forum/retro-style-full-screen-example_topic47220.html
scirra.com/forum/fullscreen-while-keeping-aspect-ratio-with-bars_topic43714.html
EDIT: Well never mind. I just discovered the miracle that is Magicam and can now just change the zoom to my liking. What an awesome plugin. <img src="smileys/smiley4.gif" border="0" align="middle" />