The Daily Click ::. Forums ::. Klik Coding Help ::. Trying to figure out how to make something compatible with widescreen and regular monitors while in full screen

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3rd May, 2009 at 00:37:09 -

Hey all

Hopefully the title makes sense. Basically the story is, I have a couple projects in work. Previously, I had only used my desktop computer to develop, which used a 17" monitor running 1280*1024 resolution, ie not a widescreen monitor. I've since chucked the desktop and got a laptop, which is a widescreen. Both games I'm working on are 640*480, with full screen by default. Problem is, they look like crap in full screen on a widescreen monitor, it's all horizontally stretched. I'm wondering what methods there are to make this work and look nice on both. I just don't know how to do this. I'm imagining the widescren would have some bars on the left and right, like when watching a standard def show on an widecsreen HD TV.

Anybody have any ideas? I'm hoping it's just a code thing I can do, and not have to convert all the frames to a certain size and relocate stuff inside there...



What a goofball


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3rd May, 2009 at 00:41:56 -

In the application properties in HWA MMF, there's an option to keep the screen ratio. I don't know if that's what you want, but it's worth a try.



~Matt Esch~

Stone Goose


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3rd May, 2009 at 02:09:25 -

I heard something about keeping the aspect ratio on widescreen monitors. I did request this on the clickteam forums and it appears to have materialised somewhere in the latest beta of MMF. You can calculate the best fit for a monitor pretty easily, and you can change the frame size at runtime, I just couldn't get the monitor settings to do the calculations with. Image


9th May, 2009 at 05:04:28 -

So...kinda sounds like there's not really a clear cut answer? I'll see if I can mess around and figure it out.. I was just hoping there'd be something simple to do

Thansk guys!


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9th May, 2009 at 05:38:13 -

OldManClayton and ~Matt Esch~ both mentioned an answer. Use the "Keep aspect ratio" option on the latest beta of MMF2. It will display your game at the highest resolution without stretching it horizontally, exactly as you requested with "some bars on the left and right, like when watching a standard def show on an widecsreen HD TV. "

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9th May, 2009 at 06:29:47 -

I have a widescreen based game, but when I use this option it still stretches the game on fullscreen monitors. Doesn't seem to work for me.

Rob Rule

Rusten Crating

9th May, 2009 at 08:39:46 -

Weirdly, that's the same for me, Brandon. Have you tested it on a few monitors, or just your own?

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Lazy Coder


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10th May, 2009 at 09:42:02 -

The answer lays within the Window Control Object.

Since I only have a widescreen monitor I wouldn't be able to try and solve this problem.

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12th May, 2009 at 00:12:39 -

The new version of HatMan starts to run at 380x240, then depending on the aspect ratio it cuts it down to 320x240 (4:3), or leaves it at 380x240 (16:10). It's an option when the game first boots up as well as fullscreen and such. This eliminates the need for bars.


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