Maintaining screen size resolution
Say for example, I have a game engine set for 256x224. The level/engine frame has a larger width & height, while the window is maintained at 256x224.
How can I stretch the game window size bigger to 512x448, and still have the option to change to to full screen without any graphic distortions at full screen?
Re: Maintaining screen size resolution
Hi,
I don't know if it is possible to maintain a large full screen with no graphic distortions at that small of a screen size. I would suggest making a "mirror world" that does everything that happens in the smaller screen and has a higher resolution, except when it is switched to full screen use the "mirror world" and vice versa.
-Variant
Re: Maintaining screen size resolution
Well.... I did some testing with the window control object. Though I would imagine the new size given for the window control object would be different depending what desktop theme the player was using.
Though I remember someone making an example similar to what I had in mind of what I want to do, but I'm not sure if if I can find it again. Or if it's the right setup.
Anyway, I don't think there is a condition that checks if the player switches from full screen or to window mode to begin with, as far as I know.
Re: Maintaining screen size resolution
Quote:
Originally Posted by N64Mario
Well.... I did some testing with the window control object. Though I would imagine the new size given for the window control object would be different depending what desktop theme the player was using.
Though I remember someone making an example similar to what I had in mind of what I want to do, but I'm not sure if if I can find it again. Or if it's the right setup.
Anyway, I don't think there is a condition that checks if the player switches from full screen or to window mode to begin with, as far as I know.
As for that you could just use an alterable value (X=1, on; X=2, off). And did you try the "mirror world" thing it sounds complex but it should work.
-Variant
Re: Maintaining screen size resolution
You're right about the window size being different depending on theme. There is a way around that though.
The easiest way would be to set the default window size to two alterable values (ValueX and ValueY) at the start of frame. Those are the sizes that change depending on theme.
+ Start of frame:
- Set ValueX to WinXSize( "Window Control" )
- Set ValueY to WinYSize( "Window Control" )
256x224 is the constant resolution here, so it makes everything easier. For a 512x448 display, you'd want.
Set horizontal size: (ValueX*2)-(ValueX-256)
Set vertical size: (ValueY*2)-(ValueY-224)
As for the fullscreen. Is the one you're looking for the same as the one in Nivram's examples site?
Re: Maintaining screen size resolution
Quote:
Originally Posted by GameDragon
You're right about the window size being different depending on theme. There is a way around that though.
The easiest way would be to set the default window size to two alterable values (ValueX and ValueY) at the start of frame. Those are the sizes that change depending on theme.
+ Start of frame:
- Set ValueX to WinXSize( "Window Control" )
- Set ValueY to WinYSize( "Window Control" )
256x224 is the constant resolution here, so it makes everything easier. For a 512x448 display, you'd want.
Set horizontal size: (ValueX*2)-(ValueX-256)
Set vertical size: (ValueY*2)-(ValueY-224)
Though in any case, after I do that save value method due to the themes and resize, what about for the vitalize build version? Since the Vitalize online build doesn't run in a window, but a screen of itself, wouldn't this method give a completely different result?
Quote:
Originally Posted by GameDragon
Maybe that is what I was thinking of. Nivram's example. X_X
Re: Maintaining screen size resolution
That's a good point. You're likely right, though I haven't used Vitalize before.