I'm using the Window Control Object to double the size of my games resolution. I originally was using the "Window Size" option, and seemingly had to specify the additional pixel in the actual window size for it to work properly, and couldn't get it right.
I've also tried current screen size*2 but it's not doubling the size, it's just setting it to my computers resolution. How do I do this properly?
... But now I have another problem. It's frustrating as I'm sure I had this part working properly this morning, but since trying this new technique it's messing up the screen area.
Notice how the resolution remains the same as the graphic in the frame editor. However, everything in the screen area is now reduced by half size.
"Resize display to fill window size" is checked when this happens. Unchecking it corrects the problem. But I need it checked to stretch the pixel art frames. Can I enable/disable this during runtime?
The game I am currently working doubles the resolution perfectly.
*Looks at Code*
*Writes Code below*
Start of Frame
(Window Control) : Set horizontal size to WinXSize( "Window Control" )*2
(Window Control) : Set vertical size to WinYSize( "Window Control" )*2
(Window Control) : Set horizontal position to WinXPos( "Window Control" )-(WinXSize( "Window Control" )/4)
(Window Control) : Set vertical position to WinYPos( "Window Control" )-(WinYSize( "Window Control" )/4)
Thanks Maltar Draco, but it still has the same problem. For whatever reason, all my graphics are squashed down to half their actual size, when the window is doubled in size.
Thanks SolarB, this looks like it could be very useful in the future. Unfortunately, it doesn't cover my issue - I don't think Fusion is capable of what I'm wanting to do.