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Background images/Movie component not matching Game Resolution

  • #1, by theta-realm- A month ago Zitieren
    Hi! So I"ve been having this problem. It's my first time using this engine actually, and not off to a great start unfortuately. I have game resolution set to 1920 x 1080, and am importing 1920 x 1080 background images and videos using component movie, but for some reason it just does not match. It scales by default and distorts the image and videos when it should be matching 1:1. it When you look at scale it says 1,which its what is supposed to be, but its not matching the 1920 x 1080 even though that is exactly what thesource image andvideos are...Someone else having this problem? How to fix it?
    Thanks in advance.
  • #2, by afrlme A month ago Zitieren
    Images should definitely import correctly into objects, characters, interfaces, animations, etc. If you have set the default game resolution to 1920x1080 & are importing the images with a canvas size of 1920x1080 then that's what they should display as. VS does not adjust the scale of images imported into the VS editor. It only scales things up/down from the default game resolution when the game is running to match the display device/window resolution while retaining aspect ratio.

    If you were to import an image as a scene background that is higher &/or wider than the default game resolution then it would automatically turn the scene into a scrollable scene type.

    As for the video component issue, I haven't heard anyone else report anything about it, but I suppose it could be a bug introduced in the recent VS update...

    Could you provide any screenshots or video recordings of the issue?
  • #3, by theta-realm- A month ago Zitieren
    That was the issue. When I put the image/videos in the same resolution as my screen and the game resolution in the same resolution it worked fine. So what am I supossed to do if I want the final game build resolution to be 1920 x 1080 and my notebook screen is 1366 x 768? I can't just make the whole game in 1366 x 768 because it suits my personal screen. But if I put the game resolution to 1920 x 1080 it apparently cant fit my notebook screen when playing the game and occurs the issue I talked about before... so what should I do? Does the Graphics section at Game properties does not mean the final game resolution at final Build? How do I choose settings to the final build of the game and also make sure I can work on the game seeing the right size? Thanks in advance.
  • #4, by afrlme A month ago Zitieren
    The default game resolution is what you are building the game in, so all images, animations & videos need to be created & imported at least at that resolution.

    Once you pick a default resolution you can't change it once you've started working on your game project as changing it won't automatically resize the assets you have imported.

    You shouldn't use the resize option in the export/build settings either as it's an old feature & doesn't often work as intended. Instead export your game as is. When you run your game it should automatically resize your game to fit the display surface area - as long as fullscreen mode is enabled.

    I'm guessing your issue is that when you run the game via the editor it's opening up at 1920x1080 in window mode, no?

    Navigate to the options for the VS editor > player & tick the fullscreen option & the game will automatically scale to fit your laptop screen when you run it via the editor - unless you have a config.ini file for your game overriding that.

    Also, when you export your game it will create a config.ini file. In that make sure it includes...

    Fullscreen = Yes
    Resolution = Auto

    If you create an options menu in your project then you can feel free to setup options for changing window mode & resolution - the latter should always be set to "Auto" when fullscreen is true, but can be set to any resolution when fullscreen is false.

    Quick note: you need to be able to script to get & set custom options via the config.ini file. There's a new built in method available for creating a custom config.ini that's supposed to be easier, but I believe it still requires a bit of scripting to make it work.