Resize display window AND using Ultimate Fullscreen?

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  • I want to effectively emulate two different resolutions over two different frames. 960x540 and 320x180. I want one frame to use the first "resolution" and the other frame to use the second. I'm using Ultimate Fullscreen so it's not really changing resolutions at all, but it's a similar effect.

    I want to simulate changing this setting:
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    I've tried changing all of these settings:
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    And it doesn't do a thing. The closest I've gotten is to do this on a horizontal level that has a frame height of 180:
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    Or this on a vertical level that has a frame width of 320:
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    But:
    a) that's obviously a workaround only if the level has a fixed height or width that happens to correspond to the size I need
    b) unlike window size, extra parts of the screen will display depending on a users monitor aspect ratio, which would cause inconsistencies between monitors.

    I't s quite clear UFS takes control of window control. I might stand a chance of using UFS' manual adjustments mode, but that just ends up stretching the game window, making it a strange size and putting a tiny version of it somewhere over a black background whenever I try to use it.

    Any ideas how to effectively change the Window Size and use UFS?

    edit: The next best thing I've found is to treat the frame size like the window size and use a virtual frame width to take care of the actual frame size, but I can't do this from runtime events, it ahs to be hard coded into the edit time.

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  • If I set the frame size to 320x180 regardless of window/display size, it resizes the game properly. If I use the events to set the frame size, ultimate fullscreen looks okay, but it doesn't scroll properly, it scrolls as if the frame size is huge.

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  • Hi Elvisish,

    what you want to do should be easily possible with my scaling template, the code is commented where you can manually set your desired resolution and virtual frame area, so everything will scroll properly: Please login to see this link.

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  • Hi Elvisish,

    what you want to do should be easily possible with my scaling template, the code is commented where you can manually set your desired resolution and virtual frame area, so everything will scroll properly: Please login to see this link.

    Thanks Julian! Did you see this reply? Please login to see this link. does that do what your template sets out to, or is it still missing something?

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  • It might be possible that what you want is possible with UFS, but it will take a lot of fooling around with it. If I were you, I might just hard set the resolution to the highest resolution I'll want, then use the Viewport object or a shader to scale up on "smaller" frames. I kinda remember there is some sort of problem with changing frame window size at runtime, like Clickteam didn't make it possible. Even the Window object claims to be able to do it but doesn't really appear to. I had to create an elaborate workaround for one client to be able to do something similar.

    Remember you can always hire me to either add features or create a workaround. Or, you can take a crack at the Ultimate Fullscreen source yourself --- it's on my website.

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    For freelance inquiries please email admin at ultimatewalrus.com

  • Yes, just try it and see if it works for you! Like Ultimate Walrus said resolution change on runtime is difficult in Fusion, but my template can do it due to a strange unknown interaction between lens shader, UF and window control object.

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  • Thanks, I'll look at yours again! I have no problem with exploiting quirks, I'm just curious to know what makes it work! :D

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  • Hmmm, Julian, it seems your solution messes up the mouse cursor position. I am just trying to add support for 16:10 and 21:9 aspect ratios as my game is 16:9 naturally, and has black bars on other resolutions.

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  • After looking further into this issue, it seems that if you do NOT check the "Resize display to fill window size" and then maximize the window, the window glitches out the mouse cursor so that it thinks the window is in the top left of the screen and only the size of the small window.

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