How to set resolution of playback dynamic?

  • #1, by jeffTuesday, 07. August 2018, 23:36 2 years ago
    I'm new to VS but liking it. I'm playing with the ZEPPELIN template and I assumed that if you change the resolution, the artwork would "fill" the new resolution, even if pixelated. How does one do that? With so many resolutions, I wouldn't think this should be a fixed resolution. But, like I said, I'm new to VS smile

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  • #2, by SimonSTuesday, 07. August 2018, 23:39 2 years ago
    The resolution you set in the game settings will be scaled to the resolution of the player. You build everything for this resolution, that's basically your scene size. You can try it if you set fullscreen to on in Options/Player.

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  • #3, by sebastianWednesday, 08. August 2018, 08:31 2 years ago
    side question to gestures:
    would it be possible to implement relative mouse control for mobiles? 

    I'd still like to control a virtual mouse cursor, so moving the finger on the screen should move the mouse relatively tonits last position. 

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  • #4, by SimonSWednesday, 08. August 2018, 12:33 2 years ago
    You could script that with lua. But I don't think that interface would feel nice.

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  • #5, by sebastianWednesday, 08. August 2018, 12:36 2 years ago
    weird... i thought i posted my question under the touch gestures topic...

    thanks anyway. 

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  • #6, by NigecThursday, 09. August 2018, 11:04 2 years ago
    When I did that template 4:3 resolution was still quite normal, to be honest it was always intended to run windowed at 800x600.. for a test it has a lot of rendered images.
    Like Simon said, in the player options run it full screen with wide screen support enabled

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  • #7, by jeffFriday, 10. August 2018, 17:24 2 years ago
    Thank you all for the help! I will try this and experiment. We are also trying to understand if there are built in gestures for SWIPE or if we need to make this in LUA by essentially building an overlay function that records mouse/touch movement and crudely determines if it is a SWIPE L or SWIPE R, etc. and then does an action. If not, we would pass the mouse/touch event to the objects below.

    However, I'm hoping this is not the case and there is a method to simply call IF SWIPE L {}. Sorry if this is obvious and we've missed it...

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  • #8, by NigecSaturday, 11. August 2018, 15:14 2 years ago
    I think you need to do it with lua

    If you are interested in doing a "Myst" style game, maybe checkout ASA-A Space Adventure
    He used Visionaire although I'm not sure how he did the turn.. maybe its animated


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  • #9, by jeffSunday, 12. August 2018, 06:26 2 years ago
    I think you need to do it with lua

    If you are interested in doing a "Myst" style game, maybe checkout ASA-A Space Adventure
    He used Visionaire although I'm not sure how he did the turn.. maybe its animated



    Thanks, von Nigec. I actually just figured this out. I'm adding it for others who might run across this thread.

    1) Create an object for the nav button
    2) Create an execution type for left click
    3a) In "action part" choose "set fade effect to new scene"
    3b) Set effect to "shift left/right"
    4a) Create action part to show scene. 

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