Screen/Canvas Size in Fullscreen mode in .EXE

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Post » Fri Dec 14, 2012 3:50 am

How can I set the Windown size of the screen proportionaly to the monitor size?

Example: My Monitor is LG 21,5 inches with 1920 X 1080 so I can simple set the Windown size in Projects Properties to 1920 X 1080. But how to set the size of the Windown Screen in diferent resolutions/monitors without loosing scale??

Anyone have any example?

Please dont link me to Screen Size tutorial because it wont solves my problem!

When I try to set FullScreen with Browser object it doesnt resizes for what I've asked(set Canvas size to 1920 X 1080). Its kinda bug of Awesomium?

And when I set to Letterscale it crops the screen and draw 2 black huge margins! I dont want it! I want my games to apear like normal EXE games! Fullscreen without black margins! =(

Thank You! =)



psycholize2012-12-14 04:23:54
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Post » Fri Dec 14, 2012 4:36 am

I was just about to ask the same thing, but to make it so it scales on monitors that have a lower resolution, like 1024x768 or 1330x900 etc
Using R238 for all examples
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Post » Fri Dec 14, 2012 4:41 am

Thats what I need bro! =)
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Post » Fri Dec 14, 2012 11:41 am

You have a number of 'fullscreen in browser' options to choose from. I personally prefer 'letterbox scale' but it's up to you.
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Post » Wed Feb 20, 2013 2:06 pm

Using the full-screen scale or crop settings is not the same as to know and set my game playground to a specific size. That way I could "know" where are the borders of my playground and could limit the background and the layers to that size... furthermore I could work with absolute coordinates for the objects...
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Post » Wed Feb 20, 2013 3:34 pm

The scaling options don't affect the position of objects; it only affects how the game is drawn.

Letterbox fullscreen is the correct solution. If you want to support multiple aspect ratios, you can just use 'Scale' mode, but typically it's a lot harder to design games that way.
Scirra Founder
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