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Geek Culture / Aspect Ratio

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Teh Stone
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Posted: 2nd May 2011 15:54
If a game needed a constant aspect ratio, would people prefer

verticle bars where the game isnt rendered to turn widescreen into normal

or

horizontal bars at the top and bottom to turn normal into a widescreen ratio

just wondering what people think because I often see verticle bars but dont know why ive never seen horizontal
Indicium
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Posted: 2nd May 2011 16:05
I'd rather horizontal bars, because most monitors are widescreen. I think, at least mine is.

Libervurto
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Posted: 2nd May 2011 18:30
Quote: "just wondering what people think because I often see verticle bars but dont know why ive never seen horizontal "

I've never seen vertical bars, it's always horizontal isn't it?
Horizontal is a far better aspect ratio because your range of vision is wider than it is tall.

Your memory has been erased by a mod - Your new name is Brian.
TheComet
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Posted: 2nd May 2011 18:34
Horizontal I haven't seen any 4:3 screens in stores any more, everything is widescreen...

TheComet

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Posted: 2nd May 2011 20:40 Edited at: 2nd May 2011 20:43
Quote: "I've never seen vertical bars, it's always horizontal isn't it?"

Vertical bars are used when the screen is wider than the content. For example, 4:3 content on a 16:9 screen.


I agree with what everyone else has said so far. If you need a fixed aspect ratio, make it 16:9. While you'd need horizontal bars on narrower screens, keep in mind that it's possible to have a display that's wider than 16:9. 16:9 displayed on that would need vertical bars to either side. Simply choosing horizontal bars or vertical bars won't work. It would need to determine the aspect ratio of the monitor and figure out how to handle it.

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Fallout
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Posted: 2nd May 2011 23:17
I'm going to go against the grain here. If you had to make your game in one aspect ratio, I would say make it 4:3. I would rather play on a widescreen with vertical bars, than play on a 4:3 screen with horizontal bars. I've always hated it when widescreen programs are squeezed into a widescreen format on 4:3 screens. Everything looks too small.

That said, I would say the real problem is why you're having to do this in the first place, and perhaps you're solving the wrong problem.
Quik
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Posted: 2nd May 2011 23:27
basicly, what fallout said


[Q]uik, Quiker than most
Indicium
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Posted: 3rd May 2011 00:34
I'd rather just not have a 4:3 screen. :p

Teh Stone
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Posted: 3rd May 2011 01:13
Thanks for the input everyone,

Fallout, I'm gon to sound like a TOTAL noob here but I have no ideas of any way that people make games run on different resolution and aspect ratios and can't find any guides so I just figured it would be easier to do it that way. So yeah I don't HAVE to keep it the same but don't know any other way
Fallout
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Posted: 4th May 2011 16:44 Edited at: 4th May 2011 16:44
It depends what you're coding in and what you're making. If, for example, you're making a 2D game in DBP and making a border that goes around the outside of the screen, then it's all about resizing a high res graphics.

You'd want to make one version of the graphic in the highest resolution you'll support (say 1600x1200), and then if the game is running in a lower resolution, when it loads up you'll need to scale the graphic down.

If you want to support wide and 4:3 screen, you'd need to make separate graphics for the sides and top/bottom of the border. The sides could just be resized as mentioned above, but the top/bottom graphics would need to be made in such away that they could be pasted to the screen completely in widescreen, but with some of the graphic running off the screen in 4:3 resolution, but such that it still looks right. Or you could stretch/squash the bottom graphic.

Supporting multiple resolutions, hardware speed etc. is definitely one of the more annoying tasks we face as game developers. I'm doing a lot of Android dev now, and have to support 4 different pixel densities, about 10 different resolutions, and 3 different aspect ratios. It's a pain in the arse, but it's something you need to consider up front before you make any graphics, and design them around the concept of resizing.

Good luck!

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