Rushino's Recent Forum Activity

  • Thanks for this!

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

  • I'd set the hud X and Y to scrollx - value and scrolly - value.

    of the hud layer ?

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  • You may also be able to mess around with the 'Anchor' behaviour to keep things in the right position.

    Anchor seem useful for resizing only.

  • I wouldn't use crop mode. It's not really that useful, since it leaves you to solve problems like this by yourself. If you use one of the other fullscreen modes, everything gets scaled for you.

    I disagree there. So far it was really useful.. until it won't lets me positionate stuff. lol This have to do with the layer viewport which are moving somehow. So yeah i probably have to figure out myself the positionning but i am pretty sure i will end up hardcoding the stuff since i can't do anything automatic.

    Everything would get scaled up but at integer value since its a pixel art game.. so that leave the game with huge black bar. Not very interesting for the end user. Setting the WindowsSize at startup by events would solve a lots of theses problems cause i would simply choose the best option based on user desire.

  • 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..

  • 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!

  • Mmm.. if i do this the UI won't scale up if the layout is scaled up. Also i have Unbounded Scrolling to YES which complicate things a bit.

  • Hi there.

    Is there a way to make the HUD stay at the same place with scrolling on while changing the layout scale rate.. from 1 to 2 to 3, etc.

    It seem like the X and Y position when scalling up are changing. I am using crop mode so i am handling myself the scalling but the HUD just doesn't stay in place. What i am doing wrong ?

    Thanks! Your help are greatly appreciated!

  • I changed the way to handle stuff.. Crop seem the best option for me.. since i do not really care if you can see more in the level because anyway the levels are loaded dynamically. For big resolution i manually handle the scale ratio and also lets the player choose the scale ratio.

    So fixed...

  • Umm... it seem that if i reduce the windows size by 1 (just a slight move) it scale down to mediafire.com/view/llzubjz5h2pjdb4/other_computer.png otherwise it start like mediafire.com/view/azhbhuovrwqmt3e/my_computer.png.

    Strange behavior.. the game and layout are both 1280x720 so why is the layout not taking up all the space on some computer ?

  • Alright! Thanks. However i decided to go the 1280x720 levels-by-levels route (such in Zelda) because i may export to mobile.

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Rushino

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