Hi all,
Back with another question!
So, I'm finding that I'm getting hung up and confused on setting up the screen in AGK:S.
In other engines, you set the screen dimensions, and that's pretty much it.
In GMS, I just set the screen resolution, and boom.. screen is set up.
CTF, I set the screen/frame resolution and, boom.. it's set up..
Construct 2/3, I set the screen/frame resolution and, boom.. it's set up.
GDevelop, I set the screen/frame resolution and, boom.. it's set up.
And so on...
In AGK:S, it's Resolution.. Virtual Resolution.. Percentage Resolution... Display Aspect... Scissors... Base resolutions...
I read through the documentation for each, and still don't understand it. Some of it seems redundant.
It all has my head spinning. I just want to set up a screen size to work/play within, and it seems so much more convoluted than that.
Are *all* of those things really necessary to set up a simple 1280x720 (for example) screen? Why?
Why does AppGameKit require all this additional info for something that's done with 1 step in any other game platform I've looked at; most of which have produced very successful games, without all the scissors and virtual resolutions, etc...
Not trying to be a jerk about it. I'm genuinely that confused.
I put AGK:S down again for a bit because I was completely lost and frustrated at how to just set up a game screen. I'm determined to learn this...
So I'm back asking to see if maybe someone can point me to a better explanation? Is there a more direct explanation of all this?
Thanks a bunch.