I'm hoping to get my game onto Ouya with the exporter when it's ready. I guess this means games will mostly be displayed at 1920x1080. My game is currently running at 480x270, and I plan to stretch the image across the screen as I personally like the blocky pixel look.
There's a problem though. I was hoping to use large illustrations for certain frames. Title Screen, Game Over etc. They'd originally be drawn at full HD resolution, but could be shrunk down without much of an issue. But if these are then stretched back up to HD they'll look horrible. Is there any way I could have certain frames display at 1920x1080, then the actual levels at 480x270? This would have to take into account iOS extension limitations as I believe iOS/Android exporters will share similar characteristics.
Am I going to have to abandon the illustrated frames?
I don't think it's possible to change the resolution of your game at runtime.
If you were building this game in say unity you could start the game at the max resolution and then just change the render resolution, but MMF doesn't support this functionality on the mobile runtimes.
If we could get the viewport extension ported, or even pixel shaders then you should be able to pull it off.
Thanks Urban. But ahhhh no, this complicates everything. I should have looked into this more before hand. Although I suppose I could have the game run at full HD, in my opinion it'd show way too much level that way though... Now sure how visible the pixel art would be also. :I
I think you should just shrink the gf graphics and go with what you have, or recreate the hd frames to maintain the pixel look.
Just my opinion though.
I know this doesn't really help you at all but if you reference and play a swf file within an exe, it will scale nice and victory even if you have your window at 2x, and the in-game graphics will be nice and pixelly