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-Liam-

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4th October, 2013 at 04/10/2013 15:55:39 -

Hey guys. Let me start by apologising as about 90% of the threads in here are mine...

Okay, so I've asked this before a long time ago but found it's not possible with the iOS exporter. But now I'm developing my game with Windows in mind, so how can I change the resolution of the game on only particular frames? I should give you some details:

Currently the game runs in a window twice the size of the original resolution, using the Window Control object. This stretches the pixel art to 2x the actual size.

When I get to a frame that displays story artwork, I want the resolution of the game to double, but keeping the same window size. This is because although pixel art looks great (imo) when proportionally stretched, hand drawn artwork does not. For this reason, I need to alter the resolution whenever I wish to show this artwork.

I hope this is possible! How can I go about doing this?

 
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GamesterXIII



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4th October, 2013 at 04/10/2013 18:46:28 -

Are you saying you pretty much just want a Zoom out feature?

Unfortunately for us, MMF does not render any graphics outside of the actual window. This means that if you were to zoom out using a pixel shader, your viewable area (or resolution) would not actually increase.

The only solution I've heard of, but have not tested is to actually run your game as a sub-app.

For example:

You want the game to have a viewable area of 320x240, but you want to expand to 1024x768 in certain areas. You would run the game as a sub-app at 1024x768 resolution/window size, but have the window size of the Main-app set to 320x240.

When you want the viewable area to increase, you zoom out via a pixel shader. Theoretically, since the game is running at 1024x768, the pixels outside of the 320x240 area should still be viewable since they are being rendered inside of a 1024x768 box rather than in a 320x240 box.

I don't know if this works as I have not tested it. I also have no experience working with sub-apps as a FYI so unfortunately I can't provide more information.

Hope you get it working.



Edited by GamesterXIII

 
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-Liam-

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4th October, 2013 at 04/10/2013 22:20:17 -

Thanks Gamester. I was hoping it'd be possible through other means, that's a bit disappointing. I've never tried sub apps before so that's a little scary, but I may start researching using them.

One other method - I discovered you can run a mmf app on iPhones at any resolution you want, and then display a video file inside the app at the actual resolution of the iPhone. That's pretty handy, and how I was planning on getting around the issue on iOS. I get the feeling the same will not be true for Windows applications though, but I'll have a look...

Thanks though!

 
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Alonso Martin



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5th October, 2013 at 05/10/2013 02:09:54 -

It seems like MMF2.5 has had a change in the rendering engine, so you're able to scale layers independently and the engine will render them accordingly. If this is true, then we're finally going to be able to zoom-out past the game window size.

 
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-Liam-

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5th October, 2013 at 05/10/2013 18:23:11 -

That sounds great - I hope it's true!

 
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GamesterXIII



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9th October, 2013 at 09/10/2013 22:02:04 -

All I can say is omg.

 
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10th October, 2013 at 10/10/2013 09:31:56 -




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Jake G



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16th October, 2013 at 16/10/2013 07:12:22 -

If you have your game reference a swf file through the direct x object it scales nicely

 
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Jake G



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16th October, 2013 at 16/10/2013 07:14:50 -

In Jamie's Revenge 2 for example, the game was natively 320x240 with a window size of x2 or x3. The cutscenes were external swf files that would be displayed at the window resolution: not the native resolution

 
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16th October, 2013 at 16/10/2013 21:34:47 -

There is a Smart Zoom object (I think that's the name) being developed for Fusion 2.5, this was noted at the covention. I recall Francois saying that it probably won't work for the standard runtime, but will apply to iOS, Android, and any other exporters.

 
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