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Blue66



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29th November, 2010 at 10:14:50 -

Hi guys!

Right now I'm trying to find a good screen resolution for my new game. What's a good 16:9 resolution for a somewhat retro style? GunGirl2 used 640x480 and quite a few people had problems with that resolution on slower machines. So I'm trying to find a resolution below that.

Now what's a good retro 16:9 resolution and what is the best way of making the frame size x2 or x3, x4 etc like in a lot of other games? Right now I'm using the Window Control object and it doesn't work too well if I switch between fullscreen and windowed mode. Is there a better object to handle resolution and screen sizes?

Also the game is supposed to be in 16:9, but a lot of people still have 4:3 screens - what's a good way to satisfy both user groups? Adding black bars to the top and bottom would be and OK solution for me, but maybe there is a better way...

Thanks for any help

 
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Del Duio

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GOTW WINNER CUP 1!GOTW WINNER CUP 2!GOTW WINNER CUP 3!GOTW WINNER CUP 4!Evil klikerHasslevania 2!The OutlawSanta Boot
29th November, 2010 at 13:51:44 -


Originally Posted by Blue66
Hi guys!
Now what's a good retro 16:9 resolution and what is the best way of making the frame size x2 or x3, x4 etc like in a lot of other games? Right now I'm using the Window Control object and it doesn't work too well if I switch between fullscreen and windowed mode. Is there a better object to handle resolution and screen sizes?



I'm using the window control object for Hasslevania 2 and it works great. You just have to figure out what your "x1" size is going to be and go from there. For example I'm using 320 x 200 for my "x1", so if the player presses 1 on the number pad I give the window control object an X value of 320 and position it X-wise at ((monitor X value - 320) / 2) and a Y value of 200 and position it Y-wise at ((monitor Y value - 200) / 2) . This will change your screen size and center it perfectly. Then when you want a "x2" size when the player presses the numberpad 2 button just make it double like 640 x 400 and plug those variables in the same way as above. Etc, etc.

Hope that made sense, it's really not that hard I just didn't explain it very well

 
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Don Luciano

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29th November, 2010 at 13:54:00 -

This has some usefull info on resolutions and such...

http://www.clickteam.com/website/usa/img/uploads/tutorials/download/Application_Properties.pdf

 
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7Soul



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30th November, 2010 at 04:44:54 -

This can help you, it resizes, centers and takes the borders of the Windows window into consideration, so the image doesnt get distorted

Start of Frame:
Set X Size -> 640+(WinXSize( "Window Control" )-ClientWidth( "Window Control" ))
Sey Y Size -> 480+(WinYSize( "Window Control" )-ClientHeight( "Window Control" ))
Set X Position -> (ScreenXSize( "Window Control" )/2)-((640+(WinXSize( "Window Control" )-ClientWidth( "Window Control" )))/2)
Set Y Position -> (ScreenYSize( "Window Control" )/2)-((480+(WinYSize( "Window Control" )-ClientHeight( "Window Control" )))/2)

As for the values, 640 and 480 can be replaced

 
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Blue66



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8th December, 2010 at 12:34:38 -

Okay, now I have set the resolution for the game to 480x270 (a fourth of 1080p), which can be resized by pressing 1,2,3 or 4. But when I press 1, the Window Control object resizes it smaller than it actually is for some reason?!

Is my chosen resolution of 480x270 not so good? What would be a good resolution for a widescreen "retro" style so a lot of monitors will support it? And also is there a clever way to give the player an option to switch between 16:9 and 4:3 in a setup? What should I think about when I want to give players that option.

Any help is highly appreciated

 
www.paulinthenet.de
www.gungirl2.com

Sketchy

Cornwall UK

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8th December, 2010 at 13:48:45 -

480x270 is not a standard mode. Your monitor is probably switching to the next highest standard mode (512x? or 640x?) instead, which leaves a border.
Try 512x384, and then cut off the top and bottom for widescreen (512x28.

I'd rather lose the top and bottom of the screen than have an ugly border - you just need to be careful with your level design (eg. don't put a platform so high up that someone playing in widescreen can't see it's there), and position the HUD etc relative to the edge of the screen.

Surely you can just let the player choose a screen resolution from a dropdown list though?
HiRes-WS, LoRes-WS, HiRes-Std, LoRes-Std, etc...
Should be possible.

Failing that, you can certainly look at the players current screen resolution, and figure out from that whether they have a widescreen or 4:3 monitor.

Edited by Sketchy

 
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