Can it be done? ? ?
I've been messing around with CC as of late for fun, and because I've always been fond of the program.
However, rescaling a low-res project to an adequate resolution with varying aspect rations has always been one of the sticking points. It sidetracked one of my projects in the past because I didn't feel like redrawing the sprites at higher resolution (lazy, I know).
I have here two example caps following two different methods at resizing and rescaling.
The first uses Ashley's method of using several global variables, zoom parameters, and black bars to sort of cheat letterbox scaling into the application. While the zoom does make the resolution look nice, it does not scroll to the player, rendering it useless. Is there something I missed here?
http://www.mediafire.com/download/cjn1a ... ttempt.cap
This .cap file attempts to use some of the rescaling methods found in tl22's very complex Action-RPG .cap file. I am most sure I am missing something here. The only event that seems to trigger anything is the one where the window size is changed to GetScreenWidth x GetScreenHeight.
While it at the very least stretches things without producing artifacts, it is obviously not ideal. tl22's cap file scales nicely enough, though everything is left blurry because I assume the zoom features can't entirely display the optimal resolution without bugging out.
http://www.mediafire.com/download/bsmz8 ... mpt_v2.cap
I know there aren't many CC users in the wild (the result of some negative marketing? <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> ), but I'd love to hear some input or advice. Or, ideally, .cap files that do this even better! <img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool">
Other examples I am aware of include a project tulamide worked on that was a water-based puzzle game (that I couldn't get quite to run properly in-game), and a few other minor examples that while stretch without producing artifacts, nonetheless don't do the job optimally.