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Dark GDK / Resolution Question

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FireIndy
12
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Joined: 17th Jan 2007
Location: US of A
Posted: 5th Aug 2012 06:40 Edited at: 5th Aug 2012 06:45
Quick Question. I'm making a top-down 2d shooter.

Say I choose a 4:3 ratio resolution (say 800x600) and go fullscreen on a 1920x1080 monitor. My fullscreen code, keeps the res at 800x600, but resizes the window to your desktop. So, the window is at desktop size, but the game still renders at 800x600. 800x600 is 4:3, but still renders to the whole window.

Then another player chooses a 16:9/16:10(widescreen) ratio resolution (say 1920x1080) on the same res monitor (1920x1080). So the game renders at 1920x1080 and the window is the same size.

We load a separate set of images per resolution. If we make widescreen images(currently only using 4:3 images and resolutions), is one player going to see more than the other? One of my team members and I are trying to determine the best approach. I want to know so instead of forcing everyone to play at 4:3, we can fully support a widescreen resolution.

Edit: Actually, here is the code to change the resolution as well. The bool is wether or not a checkbox is ticked.


Rudolpho
13
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Joined: 28th Dec 2005
Location: Sweden
Posted: 5th Aug 2012 13:27
Unless you squish the images (which of course you don't want to) I'm pretty sure that either the 16:9 player would see more to the sides or the 4:3 player more vertically, yes.
You could perhaps solve it by adding black borders around the edge so that your actual game screen is always 4:3 or 16:9, although that might not be what you had in mind?


"Why do programmers get Halloween and Christmas mixed up?"
FireIndy
12
Years of Service
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Joined: 17th Jan 2007
Location: US of A
Posted: 5th Aug 2012 18:43
Quote: "You could perhaps solve it by adding black borders around the edge so that your actual game screen is always 4:3 or 16:9, although that might not be what you had in mind?"


We were thinking about that, but I'm not sure how I would go about doing that. I feel like it would require a lot of overriding DarkGDK commands.

And I still don't know though. I say this because we aren't just using 1 set of images. So it's not as if I choose 1920x1080 and it uses the 800x600 images and scales out. Each set of images is scaled accordingly to each resolution.

For example, we have a sprite sheet, that is one size in 800x600. In 1024x768, we have the same sprite sheet, except everything is scaled up some. If we do the same for widescreen, I don't see the problem.

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