How to get rid of ratio control in fullscreen?

Discussion and feedback on Construct 2

Post » Sun Apr 21, 2013 1:15 pm

[QUOTE=GenkiGenga] Things did get a bit heated..

@Joannesalfa, I can understand why you were frustrated. For what its worth though I think you did cross the line a little when you directly insulted Arima's intelligence and should probably apologise. As he said his intent is/was to help you not harm and I believe him. He wasnt attacking you personally, he was just giving his opinion on what he thought you should do instead. (That doesnt make it ok to post what that other guy did though just to be clear! Dont pay attention to that).

On topic though, like Helladen said, having an 'in-game' option of switching back and forth between full aspect ratio and stretch would be a nice addition to C2 imo. If its not a major hassle to implement that is.[/QUOTE]

@GenkiGenga Well, when i read his opinion it made me upset, if you think i insulted his intelligence, i should apologize him via PM when i get chance, however you're right he didn't attack me, he's cool to me.


[QUOTE=Ashley] No, we won't support this. It's the wrong solution. Black bars are totally standard in the TV industry for dealing with aspect ratio changes. They *are* a professionally used solution. Stretching like that changes the aspect ratio, and I've never seen any game ever do that, because it distorts the art and makes everything look wrong.[/QUOTE]


@Ashley

Your reply I found .... very sad.

I did not know you were a closed-mind person.

Look is that I'm talking about "gameplay" not the "graphics" ... Shame, would be a great disappointment to the other developers seeking this solution to solve the problem, so they can afford to sacrifice the graphic quality and get the best result of gameplay.


There are retro games using emulators like mame32, nes, snes, n64, etc- they have options like fullscreen, there something can stretch the game window to fit the screen.

It's not considered as "wrong solution", ummm.... the black bars are used for the movies, it has nothing to see with videogames, most published videogames never showed black bars.

So whatever...

Another thing, do you think you could help me modify runtime to integrate stretch fullscreen? or using events?

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Post » Sun Apr 21, 2013 1:43 pm

[QUOTE=Joannesalfa] it has nothing to see with videogames, most published videogames never showed black bars.[/QUOTE]

Yes, because they are using scaling to compensate that. In 3d games they usually change FOV of the camera to keep gameplay the same. In 2d games is almost the same but instead of changing FOV (there are no 3d cameras to do that) it's made by simple scaling. In both cases player is in the same spot on the screen but environment is scaled to see more or less respectively.

Try playing for example some fps shooters on computer monitor on different resolutions and on tv (4:3 and 16:9) - do You see any stretching?

and you keep mentioning games that uses stretching, can You provide some example of that games?

No one here is trying to be insulting, disrespectful or what ever. We just want to say that this is not the professional approach to design games and should be avoided at all cost.
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Post » Sun Apr 21, 2013 5:08 pm

Some video games use different kinds of scaling, and I would be prepared to look in to supporting alternative scale modes, but I've never seen a professional game stretch the screen out of the aspect ratio it was originally rendered at.
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Post » Sun Apr 21, 2013 5:17 pm

[QUOTE=shinkan]
Try playing for example some fps shooters on computer monitor on different resolutions and on tv (4:3 and 16:9) - do You see any stretching?
[/QUOTE]

Yes... i've played some fps shooters like half-life, quake, F.E.A.R., etc. it had stretching, however, there are 2 options: panoramic or 4:3 in settings.

[QUOTE=shinkan]
and you keep mentioning games that uses stretching, can You provide some example of that games?
[/QUOTE]

Most games with 4:3 aspect ratio are stretched in full screen like starcraft, Age of Empires II, Vampire The Masquerade: Redemption, Panzer General II , Fallout 1 & 2, etc.


[QUOTE=shinkan]
No one here is trying to be insulting, disrespectful or what ever. We just want to say that this is not the professional approach to design games and should be avoided at all cost.[/QUOTE]

Most their replies aren't professional, they wouldn't to help my problem.
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Post » Sun Apr 21, 2013 5:38 pm

[QUOTE=Joannesalfa]Most games with 4:3 aspect ratio are stretched in full screen like starcraft, Age of Empires II, Vampire The Masquerade: Redemption, Panzer General II , Fallout 1 & 2, etc.[/QUOTE]

It's because they are old games that were created years ago when 4:3 was the main screen ratio. They just were'nt designed to adapt on multiple screen ratio...

Now things have changed, you have to make your game adapt the screen ratio.

Here are two screenshot of the same game, on iPhone and iPad.
iPhone is around 16:10
iPad is 4:3

iPhone :


iPad :


So how does the same game adapt from a wide ratio to a 4:3 ratio that is taller ? Without black bars and without stretching ? By showing more graphics up and down. Here it's the ceiling and the floor but it can be more sky, ground or whatever... But never stretching
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Post » Sun Apr 21, 2013 6:11 pm

Exactly what we all are trying to say here. In modern games there is no such a thing like streching. It's always compensated with larger/smaller images or area drawn on screen.

@Joannesalfa unfortunately there is no way to do what You want in C2 at this moment. I've spent last couple of hours of my free time trying to do what You want and found it impossbile to do.
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Post » Sun Apr 21, 2013 7:04 pm

[QUOTE=Joannesalfa]If you want to help, no need to make excuses.[/QUOTE]
[QUOTE=Joannesalfa]Make a .capx, i've tried it before and i found no solution. You probably won't make a .capx because you wouldn't waste your time to get rid of black bars in fullscreen.[/QUOTE]

The attitude you're fronting is completely unnecessary and is making me want to help you less and less. Also, as I've already mentioned, I already have this working in my games. If you want me to keep helping you, stop telling me what I'll do, what I would do, or why I do things. Seriously. It's rude and doesn't help anyone - especially yourself because you're making me not want to help you anymore because of it. A kind request for help is all that's necessary.

[QUOTE=Joannesalfa]I understand you, I do not want to debate here.[/QUOTE]
[QUOTE=Joannesalfa]@GenkiGenga Well, when i read his opinion it made me upset, if you think i insulted his intelligence, i should apologize him via PM when i get chance, however you're right he didn't attack me, he's cool to me.[/QUOTE]

You did insult me, and I would like an apology. Preferably publicly instead of via PM, since you insulted me publicly. It doesn't take long to write.

I'm sorry my opinion upset you - and I'm not sure what part of it did or why, to be clear - that wasn't my intention. I am, in fact, simply trying to help you.

However, you should know that I talked to a friend of mine in the game industry with 13 years experience on 12 shipped titles, and he agrees that stretching the image is an unacceptable method of fullscreen.

I realize you're resistant to the method we're trying to show you, but I think that's mainly because you haven't got it working yet. I explain later in the post why your attempt didn't work.

[QUOTE=Joannesalfa]There are retro games using emulators like mame32, nes, snes, n64, etc- they have options like fullscreen, there something can stretch the game window to fit the screen.[/QUOTE]
[QUOTE=Joannesalfa]Most games with 4:3 aspect ratio are stretched in full screen like starcraft, Age of Empires II, Vampire The Masquerade: Redemption, Panzer General II , Fallout 1 & 2, etc. [/QUOTE]

As Mimiste said, all of these games were made before widescreens were available to make games for. Selecting the wrong aspect ratio doesn't really count as supporting stretching the screen, as the option to select the aspect ratio uses the method we're describing. Even some games that have no support for widescreen sometimes get people modding/hacking them to do exactly what we're telling you to do.

[QUOTE=Joannesalfa]What if they use it for any screen resolutions than widescreen resolutions? Obviously the screen would look incorrect.[/QUOTE]
[QUOTE=Joannesalfa]Are you using 960 x 640 resolution? I know you have iPhone 4S, but what if other mobiles devices are using different resolutions?[/QUOTE]

As mentioned:
[QUOTE=Arima]
The method I described works on everything, phones included.
[/QUOTE]

[QUOTE=Joannesalfa]I'm sorry, "the sprites must be shown outside the exact layout of window design." It seems wrong typed, i mean the sprites SHOULDN'T be shown in outside of window while is on fullscreen. It looks so uncomfortable.[/QUOTE]

I'm afraid I still don't understand what that means - objects are never rendered outside the window. In fullscreen, that would involve drawing off the side of the monitor.

[QUOTE=Joannesalfa]why should we bother to change assets from 640 x 480 to 2048 x 1536?[/QUOTE]

So they don't look blurry on an ipad screen.

[QUOTE=Joannesalfa]I tested with your solution, it looks like:

http://i.imgur.com/7pudakv.jpg

Ew... come on.[/QUOTE]

From the picture, it looks like you almost had it right, minus one part - the ghost shooter tutorial doesn't have content in it made for 2048x1536. The ground texture is only covering 1280x1024. As such, there's a lot of uncovered play area. The method I described isn't going to work if it doesn't have enough content to cover the screen! It's like looking at an NES screenshot with no zooming - it will only take up a small fraction of a 1920x1080 monitor.

If you want to be sure to cover every screen aspect ratio, follow these steps:

Open C2. New - demo game ghost shooter (tutorial version)
Set fullscreen mode to scale
Set window size to something 5:4 like 1280x1024 or 17:9 like 2048x1080
Set tiled background size to 100000x100000
Set tiled background position to -50000, -50000
Set layout to unbounded scrolling
Run it. If it looks too small (that's how small things would look on a high resolution device like an ipad), either make content with larger textures or at the start of layout set the layout scale to 2 (you'll need to adjust the position of the text objects if you do this).

Congrats, the game will now support fullscreen with no black bars or stretched images on all displays. http://en.wikipedia.org/wiki/Display_resolution The image on the right of the resolutions chart on that page doesn't include some of the newest device resolutions like 4k, but I think the aspect ratio of 4k is also 16:9 so it should work on them.

If you set the window size to 5:4, make all content at 17:9 and able to have the sides cut off on a 5:4 monitor. If you made it 17:9, make all content at 5:4 and able to have the top and bottom cut off on a 17:9 monitor. Depending on the situation, unbounded scrolling can also be turned off.

It should look like the jetpack joyride example above, showing more graphics instead of black bars.Arima2013-04-21 19:43:04
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Post » Mon Apr 22, 2013 12:47 pm

@Ashley, what about adding an option to extend the view distance of the layout based on resolution?
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Post » Mon Apr 22, 2013 12:52 pm

[QUOTE=Helladen] what about adding an option to extend the view distance of the layout based on resolution?[/QUOTE]

Doesn't scale mode do this already? Linky
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Post » Mon Apr 22, 2013 1:56 pm

Closing this thread, it's turning in to a bit of a fiasco. We won't support a stretching fullscreen mode and you shouldn't try to make one either.
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