Hi guys, as usual, gamedev.net is a hangout place for masters in game dev. Thus here I am, asking for your wisdom.
I'm at the stage of develoing a GUI system, and HUD (are those two different? I think HUD is more to show states/value, and GUI is more like input/output to acommodate user input). But now comes the confusing part. How do you deal with drawing GUI/HUD at different screen resolutions? Do you stretch them to enforce consistent screen occupancy? or...how? currently I have looked at only 1 games so far (linux, man). it is an Action RPG (Secret of Ultimate Legendary Finally Unleashed / SOULFU). Here's how I think that game solved this problem.
SOULFU handles this by stretching image as to conserve screen space used. However, this could work since they only support 4:3 screen ratio. Plus it gets blurry if we select fancy screen resolution (such as 320x240) it gets horribly blurry. But it kinda works for bigger resolution, I didn't notice too much difference. But they don't seem to handle cursor movement scaling. In lower resolution the cursor travels faster than in large resolution. How would one usually handle this case?
I'm asking you experienced gamedev, How would you solve this intriguing case of differing screen resolution? thanks before. Pardon my english, I'm not a native english speaker