I noticed this mainly with blocks of text. Single lines of text I don’t notice because they are always centered where they need to be. With blocks of text the block gets longer and longer with each newline, thus appearing where it does not belong the larger the block becomes.
Here is the code:
-- OPTIONS SETUP local op = { text = "", width = 202, height = 100, font = myFont, fontSize = 16, align = "center" } local op2 = { text = "", width = 188, height = 300, font = myFont, fontSize = 14, align = "left" } -- SETTING UP NEWTEXT st[22] = display.newText(op) st[22].x = dcx2 - 109 st[22].y = dcy2 - 20 st[23] = display.newText(op2) st[23].x = dcx2 - 108 st[23].y = dcy2 + 128 st[23]:setFillColor(225/255,225/255,225/255) st[24] = display.newText(op2) st[24].x = dcx2 - 108 st[24].y = dcy2 + 128 st[24]:setFillColor(255/255,255/255,0/255) -- POPULATE POPUP TEXT local pc = {} local pt = {} pc[1] = 0 pc[2] = 0 pc[3] = 0 pc[4] = 0 pc[5] = 0 pc[6] = 0 pt[1] = "Base Rating:\n" pt[2] = "Base Rating: 10\n" if i == 1 then st[22]:setFillColor(gradT2) st[22].text = "Earth Gem\nPower Rating" elseif i == 2 then st[22]:setFillColor(gradT8) st[22].text = "Air Gem\nPower Rating" elseif i == 3 then st[22]:setFillColor(gradT3) st[22].text = "Ice Gem\nPower Rating" elseif i == 4 then st[22]:setFillColor(gradT6) st[22].text = "Fire Gem\nPower Rating" elseif i == 5 then st[22]:setFillColor(gradT4) st[22].text = " Shadow Gem\nPower Rating" elseif i == 6 then st[22]:setFillColor(gradT7) st[22].text = "Light Gem\nPower Rating" end for slot = 1, 7 do if saveData[cpro].items[slot] ~= nil then local pls = saveData[cpro].items[slot].elt local has = saveData[cpro].items[slot].abt local plus = 0 for c = 1, 6 do if pls[c] == i then plus = has[c] break end end local v1 = string.find(saveData[cpro].items[slot].name," ") local v2 = saveData[cpro].items[slot].name:sub(0,v1) if plus \> 0 then pt[1] = pt[1] .. v2 .. ": " pt[2] = pt[2] .. v2 .. ": +" .. plus pc[1] = pc[1] + plus else pt[1] = pt[1] .. v2 .. ": -" pt[2] = pt[2] .. v2 .. ": -" end else local v2 = "" if slot == 1 then v2 = "Cloak" elseif slot == 2 then v2 = "Jewelry" elseif slot == 3 then v2 = "Bracers" elseif slot == 4 then v2 = "Belt" elseif slot == 5 then v2 = "Gloves" elseif slot == 6 then v2 = "Boots" elseif slot == 7 then v2 = "Trinket" end pt[1] = pt[1] .. v2 .. ": -" pt[2] = pt[2] .. v2 .. ": -" end pt[1] = pt[1] .. "\n" pt[2] = pt[2] .. "\n" end pt[1] = pt[1] .. "Spell Modifier: \n" pt[2] = pt[2] .. "Spell Modifier: " .. spellmod[i] .. "\n" pt[1] = pt[1] .. "Final Rating: \n" pt[2] = pt[2] .. "Final Rating: " .. (pc[1]+10)\*spellmod[i] .. "\n" st[23].text = pt[1] st[24].text = pt[2]
Screenshot is attached. The text in the popup near the bottom left fits normally and looks correct on a desktop with 100% default scaling. This screenshot is the desktop build on a system using 150% desktop scaling. It also looks identical in the simulator with 150% scaling (using .2830 and .2906).