Sorry for not being clear enough. What I mean is when I start the game
in two different resolutions, a character that is half the screen size
in one resolution will also be half the screen size in another.

Examples:

# std resoulition used interenaly nothing changes
http://dl.getdropbox.com/u/152206/std.png

# larger resolution everything is scaled accordingly
http://dl.getdropbox.com/u/152206/large.png

# widescreen aspect preserved and additional some game area visible
http://dl.getdropbox.com/u/152206/wide.png

The problem is that a 100 pixels high objecte is always 100 pixels high.
I'm sure allot of games like mine depend on allways having the same
proportions.

I should be able to solve it by calculating the scaling and positioning factor
but I'm sure theirs a much better solution since I have also noticed
when I resize a window the proportions are also preserved.

2009/5/11 Facundo Batista <[email protected]>:
>
> On Mon, May 11, 2009 at 1:57 PM, fabe <[email protected]> wrote:
>
>> I have started making a game but I'm not sure how to get the game to
>> scale to different resolutions.
>
> Maybe I don't understand what you say, but you can't scale to
> different resolutions.
>
> After a window creation you can change its size (like any other
> window), or you can put it in fullscreen. When putting it in
> fullscreen, you can't choose at which resolution, pyglet will use the
> resolution you are at that moment.
>
> For example: I have my system at 1280x800. I create a window of
> 800x600. When in fullscreen, it will scale to 1280x800 (it will not
> change the aspect relationship: if it's different than the original
> one, you'll see black vertical stripes at right and left, or some part
> of your window will be stripped out to make it fit).
>
> Regards,
>
> --
> .    Facundo
>
> Blog: http://www.taniquetil.com.ar/plog/
> PyAr: http://www.python.org/ar/
>
> >
>

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