Hi all, Just wanted to say that I recently started fooling around with Pyglet and Cocos, and I really like it! I really like how lightweight it is compared to Pygame, which I also tried out when I decided to try making a simple 2D game. Anyway, since Pyglet doesn't let you change the screen resolution when running full screen, I'm trying to find a way to simulate the effect of rendering a low resolution pixel-art style game. There's a FAQ post on the Pyglet board about it here:
http://groups.google.com/group/pyglet-users/web/issues-with-full-screen-resolution The example they provide about how to render to a fixed resolution is cool, but I'm having trouble integrating something like this with Cocos. I basically overrided the on_draw event handler in the director to wrap the original one between the begin() and end() functions of the viewport, and that seems to work, but my issue now is that the ScrollingManager with my scrolling tile layer still thinks it's rendering in the normal (relatively giant) screen size and it doesn't scroll properly. Is there a better way to get this effect in Cocos at all? -- You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en.
