Another thing your could do is, as you suggested, simply overscan your game. Depending your game design, the difference in playfied viewed at the same time by the player might not be a problem. When the game starts and you detect that the person is playing in 1680x1050, you could set your game view to 560x350. Taking your current situation as an example. ![]() Take like the 5 most used resolutions that your audience will have and then try to accomodate your game to them. What are the most used resolutions for Macbooks? Is there other machines your game will play on? You need to determine who is your audience and adapt to it. I suggest you search the internet for this. Guess what, this means your game better be optimised for that resolution. Per example, on PC, 80% of people that will play your game will be in 1920x1080. You need to ask yourself this when you start a project: What is my target audience and what is the most common resolutions this audience is using? This is much overlooked by amateurs while its extremely important. This is again alot of black space.Ĭlick to expand.In my opinion you have 2 solutions for this problem. Your game will appear in 1536x864 if you want it pixel perfect. Most commonly used resolution for gamers and soon to surpass 1360x768 in the overall scheme of things is 1920x1080. Your game will appear in 1024x576 if you want it pixel perfect. Most common resolution in the world right now is 1360x768 Hence why I told you that your base resolution was not a good choice. If you notice, this doesn't correspond to any standard monitor's resolution so your game will always be letterboxed quite alot for everybody who's playing your game. Right now, your game is pixel perfect at those sizes: ![]() However, you will want a base resolution that looks good into most monitor (taking the whole screen) and that resolution you want your game's resolution to be a perfect divider of is 1920x1080. The size of the monitor doesn't have much to do with anything. ![]() The idea is that you want your game to occupy the most space as possible on screen while being scaled only by an integer, therefore keeping pixel perfect, regardless the monitor size. Oh, and regarding this completely ignored post burried 8 pages deep, yes I tried setting the image number to 1 in the loading alarm, and -1, and 2, and 0, no effect whatsoever Click to expand.Yes, please see this completely ignored post burried 8 pages deep in the programming forum, at least when scaling images to draw on a surface, save and load the resulting image into a sprite is concerned, which the only solution is the surface has to be a power of 2 to get it to work, and that completely breaks any scaling for mobile tricks when it comes to wanting to capture the application_surface, save, and do something with it because you'd have to scale your game and/or view to a power of 2 which no mobile devices i know of use that aspect ratio, I didn't even bother to report the bug because all my bug reports get ignored or swept under the rug with either a reply stating they have no intention of fixing it (loading animated gif's from file) or that it's not important enough to bother with (broken recognizerIntent in android)
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