Quick Question. I'm making a top-down 2d shooter.
Say I choose a 4:3 ratio resolution (say 800x600) and go fullscreen on a 1920x1080 monitor. My fullscreen code, keeps the res at 800x600, but resizes the window to your desktop. So, the window is at desktop size, but the game still renders at 800x600. 800x600 is 4:3, but still renders to the whole window.
Then another player chooses a 16:9/16:10(widescreen) ratio resolution (say 1920x1080) on the same res monitor (1920x1080). So the game renders at 1920x1080 and the window is the same size.
We load a separate set of images per resolution. If we make widescreen images(currently only using 4:3 images and resolutions), is one player going to see more than the other? One of my team members and I are trying to determine the best approach. I want to know so instead of forcing everyone to play at 4:3, we can fully support a widescreen resolution.
Edit: Actually, here is the code to change the resolution as well. The bool is wether or not a checkbox is ticked.
private void changeResolution(int width, int height)
{
Boolean tempChk = fullScreenChkBox.IsChecked;
DarkGDK.Display.SetDisplayMode(width, height, 32);
if (tempChk == false)
{
DarkGDK.Display.SetWindowPosition((DarkGDK.Display.DesktopWidth() / 2) - (width / 2),
(DarkGDK.Display.DesktopHeight() - height) / 2);
DarkGDK.Display.SetWindowLayout(WindowStyle.NoMaximize | WindowStyle.NoMinimize, true, true);
}
else if (tempChk == true)
{
DarkGDK.Display.SetWindowSize(DarkGDK.Display.DesktopWidth(), DarkGDK.Display.DesktopHeight());
DarkGDK.Display.SetWindowPosition(0, 0);
DarkGDK.Display.SetWindowLayout(WindowStyle.NoMaximize | WindowStyle.NoMinimize, false, true);
}
reloadAssets();
gameGod.reloadMousePointer();
fullScreenChkBox.IsChecked = tempChk;
}