Usually a flat surface onto which information is visually presented. The screen of a computer is sometimes called a monitor.

learn more… | top users | synonyms

0
votes
1answer
81 views

Handling Back Button in Android without implementing InputProcessor

Please advice/clarifyon below issue in libgdx while handling back button in Screens. I have already gone through these 2 threads, ...
2
votes
1answer
33 views

Scalling down libgdx game to fit a smaller screen appears only the half of the stage?

Hello I have made a game in 1280x720, but I want it to fit devices with smaller size, so far no luck with the current code it only shows the left half of the screen, it also does not work with bigger ...
0
votes
2answers
47 views

Libgdx change to other screen and dispose current one

I am trying to switch to a GameScreen when the LinearVelocity of a Box2D - Object is x = 0. If it is so, I am using the setScreen() - Method by calling the main class. This works perfekt, but when ...
1
vote
0answers
22 views

How to use GetViewProjMatrix().TransformVector(LineDirection) in UE4?

I try to project a 3D vector (a direction, not a position) in screen space, but it does not return satisfying results: FVector LineDirectionOnScreen = ...
1
vote
2answers
69 views

Section cut through (solid) geometry

I'm looking for image based (screen space) technique to render section cuts through arbitrary (solid) geometry. I found and studied image based CSG (Kirsch 05 / OpenCSG) but I found it to be perhaps a ...
0
votes
2answers
68 views

the half of the screen does not seem to work correctly

I am not such a professional coder but trying to code something on Unity. However, when I try to play the application in my android phone, the half of the screen does not seem to work correctly: ...
0
votes
0answers
5 views

SpriteKit Obj-C – How to add a force on a node a certain distance according to screen size

I have an SKSpriteNode that I'm trying to throw up to a certain point on the screen. I've tried applying an impulse and/or force according to the screen size, but that has strange results. I've also ...
1
vote
1answer
70 views

Switch beetween Screen on LibGdx application

i have set main class like this: public class MyClass extends Game { MenuClass menuClass; ActionGame actionGame; @Override public void create() { menuClass = new MenuClass(this); ...
2
votes
1answer
117 views

Unity2D 5 - Flickering sprites on Android

So the game had been working fine for a few days on Android phone without any issues. Today, after adding some scripts and tweaking the game a little bit (tweaks which have nothing to do with the ...
2
votes
0answers
69 views

Rotate perspective camera to align screen width to procedural object's width (Unity, C#)

I give up. After much trying and searching, I have to say I was unable to achieve the following task, for which I must call for your wise advice. In my current Unity 5 application (using C#), there ...
5
votes
2answers
140 views

How far back should I move my camera to fit a given GameObject in frame?

In Unity with C#, I want to calculate the minimum distance that my perspective camera has to be from a given GameObject (a procedurally generated mesh), so that the object is fully framed by the ...
0
votes
1answer
99 views

How to stretch screen image to fit higher res monitors set to lower resolutions with Unity?

Using Screen.SetResolution(width, height, windowMode); , how might I stretch the image to match the monitor size? I've noticed this problem occurs both with this line of code and also the default ...
0
votes
1answer
28 views

Error when initializing Stage

I made a new class that implements Screen, what I've seen from other people's code is that they create a constructor that takes a parameter of Game game. I did not created a constructor, I think ...
0
votes
1answer
120 views

Screen management: How to switch between screens

How can I switch between different screens that implement Screen?
0
votes
1answer
40 views

Direct3D - Get screen coordinates for printing multiple text elements

I have a function that I use to print text PrintText(char* text) that stores the text to a vector, which is then displayed if the vector is not empty. I'm trying to figure out how can I correctly ...
1
vote
1answer
347 views

How to do pixel perfect movement with Unity3D?

How would you be able to make sprites move pixel by pixel in Unity3D? I've tried the following things. int x = (int) transform.position.x; int x = Mathf.FloorToInt(transform.position.x); int x = ...
0
votes
1answer
543 views

What screen resolution do I make an android game in? [duplicate]

Is it safe to assume that most mobile phones and tablets today have moved to 1280x720 resolution and above and make the games in that resolution, scale down for smaller screens or is a smaller ...
-1
votes
1answer
172 views

Libgdx detect touch on a specific object (while moving) [closed]

I have a class (I'll call it with letter "A") and class B. A is the object (as a character) and B is the rendering class which have the aim to show A. I am looking for a way to detect when A is ...
0
votes
0answers
18 views

Screen coordinates to letterboxed view

So I have letter boxing working properly (it's not really important but I'll post that bit of code too), but I'm trying to figure out the point/vector arithmetic for translating (projecting) screen ...
0
votes
1answer
118 views

Relationship between Camera's view size, screen resolution and objects scale

I've had this question since a long time ago and wanted to know the relationship between how an object is viewed through the camera depending on the resolution of the device, the camera's view size ...
2
votes
2answers
144 views

Different Screen Sizes and Camera in Unity

Now I know that no matter what the screen size is the camera will keep its height, so no worries about that. My question is, is there a way to manipulate the camera, either its orthographic size, or ...
1
vote
1answer
140 views

How can I manually syncronize render calls with a monitor's refresh rate in Direct3D 9?

I have an application that utilizes Direct3D 9 to render 3D graphics. I'm trying to manually control the number of frames rendered in a given second. Here is pseudocode: while( bInGame ) { // ...
1
vote
2answers
227 views

How can I run a Unity game in a window larger than the desktop resolution?

I am exploring a research problem using Unity. I require a game resolution of at least 4096 x 786. There seems to be no option under build settings for setting a fixed screen size window. (The default ...
0
votes
3answers
3k views

Libgdx getting screen size

I'm working on libgdx project. I basically recreate my game which I coded in xna to make it available for android. Here's the problem android has many screen resolutions, and I want to know how to get ...
0
votes
1answer
37 views

Out of screen position to inner screen position

I don't know how I could solve this. I'm trying to accomplish this: So if a object is out of my screen I would like to calculate the position it would be inside of the screen. Searched already but ...
2
votes
1answer
1k views

How to output to the Oculus and a 2D screen?

We'd like to present an Oculus game to a large group of people. Not everyone will have an Oculus headset, so we'd like to output to both the Oculus and a second display. The problem is that the ...
0
votes
1answer
872 views

Android Canvas 2D Game: Supporting multiple screen sizes/resolutions [duplicate]

I'm planning to develop a 2D game for android devices by using simple Canvas Surfaces (I know that OpenGL might be more efficient - but Canvas should definitely be enough for my type of game). I'm ...
0
votes
1answer
767 views

In Unity how can I know which direction is the screen auto-rotated?

From the Screen.orientation description I get If the value is set to ScreenOrientation.AutoRotation then the screen will select [...] automatically as the device orientation changes. This seems ...
0
votes
1answer
394 views

Cant center screen between black bars

As I was trying to adapt my game to different device resolutions I ran into a problem when adjusting the game screen between the "black bars." In my case I am using the FitViewport class from the ...
2
votes
3answers
76 views

Fullscreen transition time

I'm not sure whether this is the correct site to ask this question, but why does it sometimes (game-specific, usually) take really long to enter / exit a fullscreen game (black screen for ~1-5s)? And ...
0
votes
1answer
112 views

How to calculate “real” distance between cursor and away object?

I don't really know how to formulate the title, but the problem is the following: I'm using a scripting language called "SQF" which has been created by a company named "Bohemia Interactive" (no, I do ...
1
vote
1answer
228 views

(XNA) Stretching Images (Sprites) without Blur (Rasterizing?)

thanks for clicking on this question although it has likely one of the most un-specific and confusing titles on this site. I am somewhat new to XNA and I have only posted 1 question on this site ...
0
votes
1answer
162 views

Swiching screen at collision LIBGDX

I am programming with LIBGDX and I am working with a piece of code. What I want to happen is that when the BUCKET collides with a DROP the game switches screens back to the menuScreen. I have tried ...
1
vote
1answer
4k views

Convert Screen coords to World Coords LIBGDX

I'm working on a tile based platformer game in libgdx. I'm having trouble getting the actual touch input coordinates when the aspect ratio of device is different from the virtual fixed aspect ratio ...
2
votes
2answers
228 views

Determine percentage of screen covered by an object without using frustum culling

On the CPU-side of an 3D first-person / ego perspective game I need to check whether what the players currently sees on screen is the inside of a box object defined by world space coordinates (the ...
0
votes
3answers
2k views

how to design transparent screen in libgdx

this question is for LibGdx geeks. I want to make transparent screen in my game. For example, when level completes I want a new transparent screen pop up and show player's high score, buttons to ...
1
vote
1answer
660 views

Aspect ratio in LibGdx

I'm learning LibGdx and I need some help with the camera. Let's see, I'm making a Chu Chu Rocket! clon to start. I've loaded a TiledMap (10x10), and I've created an OrthographicCamera to show the ...
2
votes
1answer
830 views

C# - XNA - Making a Modular Screen / State Manager

I'm not entirely sure how to ask this question since its somewhat broad, but also a bit specific to my code. I'm making a game in C# XNA and attempting to have the parts of it be fairly modular so ...
4
votes
1answer
255 views

Float-based screen coordinates, higher mouse precision

I wrote 2 weeks ago about problem with motion blur in my engine. When camera moves using keyboard, motion blur is smooth. But when I rotate camera using mouse motion blur is stepping (not sure if I ...
3
votes
1answer
599 views

How do I make the screen shake when the player takes damage?

I am making a 2D game and I'd like a visual cue when the player gets hurt. Currently, I have a simple blinking red dot that shows up for 2 seconds after damage, but it's not very immersive. Many ...
0
votes
1answer
321 views

isometric coordinates issue: (0,0) and (5,5) are flipped?

I am having an issue with the isometric coordinates. When I enter the coordinates (5,5), the character should be at the bottom corner of the tile, but it is at the top corner, (5,5) and (0,0) look ...
1
vote
1answer
928 views

How is a splash screen that is disposed upon user input meant to be implemented?

I'm going through Gustavo Steigert's tutorials on libgdx, but I have a feeling that this is more of a design question, rather than specifically regarding libgdx. My question is regarding the splash ...
3
votes
2answers
423 views

Purpose of Displaying Loading Screen

Is it necessary for a game developer (on Android, game consoles, online, or desktop) to display the loading screen to cover unfinished rendered game environments and prevent users from thinking that ...
0
votes
2answers
206 views

Creating UI using Flixel

I am new to game development but familiar with programming languages. I have started using Flixel and have a working Breakout game with score and lives. What I am trying to do is add a Start Screen ...
1
vote
0answers
275 views

SFML 2.0 Too Many Variables in Class Preventing Draw To Screen [closed]

This is a very strange phenomenon to me. I have a class definition for a game, but when I add another variable to the class, the draw method does not print everything to the screen. It will be ...
2
votes
2answers
330 views

Orthographic Zooming with 0,0 at top/left

I'm trying to implement zooming on my 2D game. Since it's using orthographic projection, I thought it would be easy to implement zooming. After looking around the internet, I found a bunch of ...
1
vote
1answer
82 views

An approach for storing points in space

I am going to work on my next game project, however there are some issues I want to correct since my last one. Here is one of them: This is a problem I think I can already solve, but I'd like to hear ...
2
votes
2answers
1k views

What is the camera direction vector for an isometric view?

What values correspond to a 3D vector for screen-normal from within an isometric game? It needs to be in game coordinates. It is a standard isometric where tiles are rotated 45 degrees and half ...
2
votes
1answer
763 views

Fitting tilemap to any screen resolution

My game is a 2D Single-Screen (i.e. non-scrolling) platformer for Android, but the question here doesn't require a code-specific answer. Basically it's easier for me to show the problem using a ...
0
votes
1answer
315 views

Edge Detection on Screen

I have a edge collision problem with a simple game that i am developing. Its about throwing a coin across the screen. I am using the code below to detect edge collisions so i can make the coin bounce ...