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  • Resize, fullscreen stretch.

    Hey all, I am creating a point and click game what will be heavly rely on images and hotpots problem here is letting AMS resize all the till will mess up the smaller hotspots
    as it wont know where to stick them as there is only so much a script can do if its also resized wrong to a screen size not common little like my PC set up the TV has a none standard setup for it to view right, would brake where the clickable sections will be as it would be warped.

    I know AMS is not a gaming engine but I would like to know what would be the best tricks to use, I have used so far both of Riz's great DLL's Fake Kiosk and DisplaySettingsDLL, both do there job in ways but the DisaplySettingsDLL has a big problem with errors if the wrong freq is given for your grathics card this by design and fine but I have one system that is locked to 70 and one that is locked to 60 and if you give the system the other ones we get -2

    The Kisok idea is fine and all but people don't really want to do that, at the moment the app is set to 800 by 600 but that will be changed very soon to 1024 by 768

    But this will still create letter boxing or boarders on some systems I would if anyone knows how to stretch the bugger so it keeps its spots but stretchs it over the screen I seen a few games that do this but have no idea how.

    Any ideas or tips would be great as AMS part from this fullscreen mode is great for point and click few years ago I did a concept and it worked really well
    Plugins or Sources MokoX
    BunnyHop Here

  • #2
    Could this be done a bit like using CSS rules?
    You'd need a global rule set that would capture the screen size then step through the objects defining their positions relative to the screen size. These then get passed to the objects to update the positions where they'll actually be on screen.
    The objects relative positions would probably be defined in an array with the object name and relative x,y position in %.

    So you'd have the routine returning the screen size say at 1024, 768.
    Object 'a' is at 0%,0% = 0,0
    Object 'B' is at 50%, 50% = 512, 384

    Would you also need to change the objects display size depending on screen size?? Basing it on the vertical size would keep them looking good in the letterbox type screen formats and would just need another calculation in the global.

    There'd be a messy few seconds while the objects get redrawn but you might be able to get round this by moving the backdrops Z order, drop it right back once the globals defined the objects positions. It might also be a little slow overall

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    • #3
      Originally posted by Nickj View Post
      Could this be done a bit like using CSS rules?
      You'd need a global rule set that would capture the screen size then step through the objects defining their positions relative to the screen size. These then get passed to the objects to update the positions where they'll actually be on screen.
      The objects relative positions would probably be defined in an array with the object name and relative x,y position in %.

      So you'd have the routine returning the screen size say at 1024, 768.
      Object 'a' is at 0%,0% = 0,0
      Object 'B' is at 50%, 50% = 512, 384

      Would you also need to change the objects display size depending on screen size?? Basing it on the vertical size would keep them looking good in the letterbox type screen formats and would just need another calculation in the global.

      There'd be a messy few seconds while the objects get redrawn but you might be able to get round this by moving the backdrops Z order, drop it right back once the globals defined the objects positions. It might also be a little slow overall
      What is the point in letter boxing it when I can just use Kiosk or Fake Kiosk and know its all going to stay where it is meant to, the point is not having a letter box affect, reszing for this kind of thing wont work as everything has to be pin point, resizing the object since there all images and hotspots will disport the image this is not a good idea not for what I am doing anyway, so been able to full screen and stretch is what I really need, this way I can off the end user Window mode, full over mode and full stretch mode, full screen stretch on the OS trys to keep its reatio the best it can so this is why I want to tap in to that.

      Just wish I remembered how I did it on my old point and click game I know that was able to get it to full screen keeping it all the right size but can't remember what I did been some years now.
      Plugins or Sources MokoX
      BunnyHop Here

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      • #4
        I did something similar which works from 800x600 up to dual 5mp displays. In essence it's similar to making a web page work on mobiles through to large PC displays
        ..... distortion will only occur if you scale any object differently in 2 planes, their relative x,y position would be identical to a scale. A 10x10 object on 800x600 might be OK but the same 10x10 on a 1-2k display would be really small. Increasing the objects x,y scaling equally but relative to one axis of the main display keeps the aspect ratio constant. Assuming that any user interactions are triggered by the object then the position isn't critical for them to work, the position might though be critical for artistic reasons.

        All positions are relative or absolute, if they are absolute then you can't rescale.

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        • #5
          I really don't have the head for the maths what would be needed to do this every time for each peace as the stages are created or will be created dynamiclly I don't have the brain power to mess about with it so I set it to a fixed size.
          Plugins or Sources MokoX
          BunnyHop Here

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