Quote: "set the scale to X = scale, Y = -1, ... Or If it's by height I want to set it to, then it's X = -1, Y = height"
That, right there is where it all comes crashing down!
I was using the percentage system for CryptoGlyphs and doing that very thing, assuming (wrongly) that everything would appear the same for all screen sizes and all aspect ratios - it doesn't!
When you mix and match x-1 and y-1 you will not get consistent results. I found out the hard way! I had been coding in a percentage based system and viewing it on a 1920x1080 screen and assumed it would look the same on all screens - percentage based right? That's what you expect.
But when the AppGameKit Player became available for Apple, I viewed my game on an iPad mini and the display was all over the place! I spent a couple of months changing the position and scale of everything to switch over to a virtual resolution and I still haven't tracked down everything. I wished I had used virtual from the start and will always do so in future.
Try it yourself. Make two rectangular sprites. One vertical and one horizontal and scale them to draw a border. Scale the top and bottom by Y-1 and the left and right by X-1. Then see what happens with different resolutions. You'll soon switch to virtual resolution too!
AGK V2 user - Tier 1 (mostly)