Hey!
I am working on a game that will ship firstly for windows 32 desktop.
After some research I realised that I wanted to support most screen resolutions out there.
This made me ending up at 1366x768 screen resolution explicitly set in
- config.lua (setting the values of width/height)
- build.settings (defaultViewWidth and defaultViewHeight in the “window”-parameter)
This works out okay as long as screen resolution is equal to or higher than 1366x768.
The thing is though, activating window mode-maximized or even fullscreen, actually upscales the content area into a higher resolution - and from what I can see: display.contentWidth and display.contentHeight stays at 1366x768 - which means I am still working with the same amount of actual content coordinates/pixels even though the actual screen resolution might be at 1600x900, 1600x1200 or even 1920x1080.
What I might want to achieve is use the extra screen width and height for higher resolution screens to instead make extra space between elements (or empty area) while keeping the game objects at their actual original size (which have proper size set at 1366x768).
From what I understand there is no option to change display resolution after .exe file has been started -
so what do I do?
-
Keep designing the game in 1366x768, let maximize/fullscreen upscale the content - but in turn to achieve what I want - do I downscale .xScale and .yScale for groups/display objects to create that extra space.
(would images stay sharp in this case? does dynamic scaling work well with maximizing/fullscreen mode) -
Should I design the game in 1600x900 or higher and then let things be downscaled instead - for lower resolutions such as 1366x768?
(a bit unclear how the engine handles strokes of strokewidth 1 for basic lines and shapes - when downsized)
Anyone have any experience with this or any general recommendations?
Much appreciated.
Regards, Jonas.