Will Construct ever have fullscreen aspect ratio?

New releases and general discussions.

Post » Mon Nov 30, 2009 2:30 am

:?

Um... did you miss the part about how you can do this already with events? So there isn't an automatic checkbox that does it for you, big deal. Don't let that stop you from making your game.
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Post » Mon Nov 30, 2009 12:17 pm

Yeah I asked about the workaround in the chat before, but from what I've gathered it's some sort of complex solution involving changing a lot of the core stuff in your game. I don't really understand how it works, and it doesn't sound very plausible.

I would really like to stress the importance of having this feature in a game development toolkit. I've showed my game to a few people and every single one of them experienced some kind of stretch in the resolution and asked why there is no aspect ratio. I know you are busy working on other things but this is a standard in every game development toolkit I've ever used.

So does this mean the feature won't be imlemented? Because it really is a make or break for me and my development partner.

Thanks.
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Post » Mon Nov 30, 2009 1:58 pm

Speaking of the big picture....

You can either implement it, or not implement it. Just because its not built in is not a terribly good reason to discard something. Especially in an open source project.

Any way hope you kept your sales receipt.
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Post » Mon Nov 30, 2009 7:42 pm

[quote="Drule":2bc546ht]So does this mean the feature won't be imlemented? Because it really is a make or break for me and my development partner.[/quote:2bc546ht]

I wouldn't say it won't, but I would say don't hold your breath. Also, you CAN do this yourself and expect plenty of other things to come up that you'll have to do yourself, which is par for the course with any software offering the flexibility that Construct does.

Don't fear implementing stuff.
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Post » Mon Nov 30, 2009 7:59 pm

Actually, I think it's not currently possible to do a true screen stretch in fullscreen, and maintain aspect ratio. My example viewtopic.php?f=8&t=4891&p=40500#p40500 tried to achieve this, and I'm pretty sure it's not possible (maybe with zooming, but zooming breaks pixel art). What (I think) Drule wants is a full screen, aspect respecting upscale with black all around, like my example, but black bordering the non-game space. Not possible with the window object or construct's built in resolution tools. Disprove me with a .cap and.... I'll be damned. :mrgreen:
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Post » Thu Dec 03, 2009 12:06 am

So what can we expect here? I'm not looking to push you guys, but I kind of need to know what you are going to do in terms of fullscreen aspect ratio. If you're leaning towards a no or never, we're probably going to have to look into using a different toolkit.

Thanks.
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Post » Thu Dec 03, 2009 12:49 am

[quote="Drule":1wf2dgnr]we're probably going to have to look into using a different toolkit.[/quote:1wf2dgnr]
:lol: wow. just for that? It really isn't that big of a deal. Just make it windowed, or stretch the screen in fullscreen. Or, use my upscaling technique. Hell, just set the resolution to a multiple of the user screen size and zoom in. If you're looking for a true doubling of pixels though, you're out of luck. I have a feeling this won't come for a long time, if ever.
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Post » Thu Dec 03, 2009 1:48 am

Well dude, playing casual games in windowed is alright, but when it comes to immersive, story-based games I really think they need to be played in full screen for full effect and to really draw the player in. Imagine playing a game like Half-Life 2, Silent Hill or Doom 3 in a 640x480 window on your desktop. The games would kind of lose a lot of their immersiveness, and that's kind of what I'm trying to get at here.
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Post » Thu Dec 03, 2009 2:36 am

[quote="Drule":pmpbksog]Well dude, playing casual games in windowed is alright, but when it comes to immersive, story-based games I really think they need to be played in full screen for full effect and to really draw the player in. Imagine playing a game like Half-Life 2, Silent Hill or Doom 3 in a 640x480 window on your desktop. The games would kind of lose a lot of their immersiveness, and that's kind of what I'm trying to get at here.[/quote:pmpbksog]

Err yeah, no offense but no game made with some construction kit is ever going to be in the same league as games like those. It'll be mildly amusing and possibly get it's 15 minutes of fame like Darwinia, World of Goo etc., and that'll be it. Even then it would have to be really, really good and really, really unique, along with some great PR. No, yours or anyone elses will not change the way people think about games, it wont be the next big thing, it wont make you a million dollars, and apparently it wont run in full screen at the correct aspect ratio either. You hear so many people who are going to make the next big thing, with this, that and something else, and it -never- happens.

Out of the thousands of games doing the rounds, there's a reason you only listed those three and none of the great many 2D games out there.

As for immersion. If it's any good, then it shouldn't need to be full screen to succeed, should it? That's like someone insisting they need Photoshop so they can draw better pixel art.
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Post » Thu Dec 03, 2009 3:05 am

I really, really, really don't understand this thread. Allow me to clear up any further confusion:

YOU CAN MAKE FULLSCREEN GAMES. YOU CAN ZOOM THE SCREEN AND CHANGE THE ASPECT RATIO WITH EVENTS.

And yes, you can even use events to auto-detect if a person has a 4:3 or widescreen resolution, and change the size of your playing area!

Case closed, and thread closed.



(P.S. - if you need any actual help making your aspect-ratio changing events, please feel free to post your attempts in Help/Tech.)
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