Well...
The best way I've found is to offer some options. You could have it display in a 320x240 window, which, while barely visible, would give you its normal size, or a 640x480 window (with the window control object), which shouldn't stretch out TOO much but still provide visiblity without reducing the speed, or a full-screen mode - not maximized, but type you can press alt+enter to achieve. You can also set up an event for this during gameplay.
The fullscreen mode is ideal, as it changes the resolution (I think), fills up the entire screen, and has no stretching for 320x240. Unfortunately, it only seems to work for a 256 color mode.
If you're using 256 colors anyway, cool. But note that newer versions of Windows don't support 256 colors anymore. The result will be funky at best.
Anyway, that's what I've been doing in my similar situation. There may be better methods out there, though...
EDIT - Wait, I'm using MMF for these; I don't know if they'll still apply...
Therein lies my problem. I'm using fullscreen and window stretching, and some in-game pixels show up as quite a bit larger than others. I'm probably just going to have a 640x480 window now, with letterboxes.
That should fix the problem, with no stretching.
"They'll never find the bodies"
Ashman
DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
7th July, 2005 at 05:31:18 -
640x480 = 320x240 times 2, so every pixel will be twice as large in 640x480.
Display properties object,
Window object,
(keep window at 320x240 because this size works with this method)
Set the 'resize display to fill screen' on
Make a blank frame with these events
always - 'windows object' window size > set client 640x480
always - 'display properties' create dd object
always - 'display properties' change resolution to 640x480
always - next level
end of game - destroy dd object (you will need this when testing the game)