Jump to content

Recent Comments

Latest Visitors

- - - - -

GUI resizeing

4: Adsense

I have bought a Microsoft surface pro to develop on during my vacation. I found out that the game graphics needs to be resized. At native resolution (1920x1080) it was hard to click the GUI buttons, texts were very small and hard to read. So the past few days I have been implementing a scale value to all GUI elements and game graphics. Tedious and boring work but will hopefully it will be worthwhile for the player.

The graphics gets blurrier as the resolution scales up but I think it is worth it. Maybe later I will replace some graphics for these high resolution monitors.

A few screens showing the scaling:
(800 x 600)
Posted Image

(1280 x 800)
Posted Image

(1920 x 1200)
Posted Image
Click image to view full resolution.

Thanks for reading! =)

Jul 14 2013 01:50 PM

Awesome work. I've been wondering how to handle multiple resolutions on a 2D game and you just nailed it.


Sure, it may look blurry on higher resolutions, but like you said, you can add "texture packs" to compensate, but to be honest it still looks great regardless of resolution, so hats off to you wink.png

Jul 14 2013 05:25 PM

The images are broken :'(

Jul 15 2013 02:24 AM

Thanks for the comment, I'm glad I could give you some ideas. The scale multiplier is a rather simple calculation based upon the width of the current display divided by my reference width.


The screens should be visible now. The web hotel I'm using upgraded their storage last night.

Jul 15 2013 12:56 PM

To solve the blurry images, why not scale from the max resolution. Thus.... 1920x1080 = 1 and the rest are %'s from that which would be a downscale ( thus removing the pixelated effect )

Jul 15 2013 03:30 PM

Yes, that thought has occurred to me. Unfortunately most of the graphics were drawn without scaling in mind. For instance fonts and some graphical frames are one pixel wide at times and would be scaled away every other pixel if at 50% making the text unreadable. This could be solved by going with vector fonts instead but that's a whole new headache.


Another screen, showing the GUI slightly scaled.



I think it looks good enough for my purposes this time, maybe later I get around to sharpen it up.

Note: GameDev.net moderates comments.