How do I best handle PC resolution

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Post » Mon Jun 13, 2016 9:32 am

Hi everyone,

I'm looking at swapping from mobile to PC development and I'm doing a bit of research. A lot of things seem straight forward but I am struggling to find a good answer on screen resolutions. I know I'm should pick an intitial ratio of 16:9 for my window size - but how do I allow the player to select their own resolution?
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Post » Mon Jun 13, 2016 2:47 pm

Set canvas size?
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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Post » Mon Jun 20, 2016 3:04 pm

Hey LaDestitue,

thanks for your reply - could you explain the difference between window size and canvas size then?
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Post » Mon Jun 20, 2016 6:33 pm

Many designs take advantage of the various types of scaling C2 offers. As C2 apps run in a browser, different resolutions/window are handled by proper scaling. The user changes resolution by changing the browser window size. You can have further control over the viewable area in any given resoltion by setting layout (or layer) scale.

Basically, users already control their own resolution by changing the size of the browser window. If you want the user to be able to see more or less of your layout, use layout scale.

If that's not what you are looking for, perhaps a more detailed description of what you expect to happen or a use case for the user might help.
Mistakes were made.
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