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Thread: How to make Fullscreen work with Sub-Apps and Window Control?

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    Clicker Multimedia Fusion 2 Developer
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    Cool How to make Fullscreen work with Sub-Apps and Window Control?

    Hi there!
    I'm currently using the Window Control object to let the player choose between different window sizes. Additionally, I want to give the option to have fullscreen enabled. Now I've seen the Ultimate Fullscreen object and it does a pretty good job, but it doesn't work with my sub application. When I use the pause button, a screen-filling sub application opens to show a statistics-screen, but with Ultimate Fullscreen enabled, the sub-application is not in fullscreen and I can still see half of my normal game screen.

    Does anyone know a solution to this? Would be greatly appreciated =)

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    Clicker Fusion 2.5 DeveloperHTML5 Export ModuleSWF Export ModuleInstall Creator Pro
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    I've never found a solution to fix that problem with fullscreen and subapps. If someone knows how that can be fixed I'd appreciate an answer as well. I've had people tell me to check display as sprite, etc, but didn't work.

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    Clicker Multimedia Fusion 2 Developer
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    Almost every MMF game I saw has fullscreen support and many of them also feature different window sizes - really nobody here who can share a working technique? Or should I avoid using sub-apps as my pause-screen? What working alternatives are there that save the state of the frame the player is on (including all actives and variables) while he is navigating through a pause-screen? I only know how to do this with a sub-app.

    If there are any other methods that let me do a working pause-screen, re-scaling of the window and full screen, I'm open for suggestions =)

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    For workarounds, to make a custom pause screen you're going to need your game events in a group you deactivate when the pause menu shows up. You can just make the menu on an upper layer and have it hidden until you toggle the menu on. Then when you close the pause menu, deactivate the pause menu group and hide the menu, then reactivate the game events. For a game with moving and animated objects you're going to have to stop and restore animations/movement, which isn't hard to do, there's events for that. I actually prefer doing a custom screen since the subapp has some quirks. For one, a sub app pause screen is basically a pop up window, not an actual menu in the game itself. Also you don't have to worry about any problems with the fullscreen issue.

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export ModuleInstall Creator Pro

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    I used Subapps to pause, had no problems (Feyruna 1&2, Frutti Freak 2). But I only let the user choose between window and fullscreen, using MMF's own functions. That seems to make the difference.

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    Even with MMF's own functions I had problems with the subapp resizing with the rest of the game on fullscreen. Making the pause menu isn't the problem, having the pause menu scale with the rest of the game is the issue.

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    Somewhere I read that the 3D mode causes trouble with Subapps. I always used very basic display settings.

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    Clickteam Clickteam
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    It does, when in D3D9 mode, when in DX8/9 mode you have to display the sub-app as a sprite...

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    Ah yeah that was probably it. I still seem to recall encountering an issue using display as sprite though in D3D mode.

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    Quote Originally Posted by JoKa View Post
    I used Subapps to pause, had no problems (Feyruna 1&2, Frutti Freak 2). But I only let the user choose between window and fullscreen, using MMF's own functions. That seems to make the difference.
    Thanks for your answer. Could you please be more specific? Because I tried a lot of things, but couldn't get it to work. What are your events/project properties to make it work?

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