Timeline for XNA 2D game fullscreen issue
Current License: CC BY-SA 3.0
11 events
when toggle format | what | by | license | comment | |
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Aug 25, 2015 at 18:00 | history | edited | Vaillancourt♦ | CC BY-SA 3.0 |
Reupload images from imageshack to stack.imgur before they get replaced by ads; see http://meta.stackexchange.com/q/263771
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Feb 14, 2013 at 6:47 | answer | added | Jason Coombes | timeline score: 1 | |
Feb 10, 2013 at 11:09 | comment | added | user26129 | The thing is I have no idea about viewports, in every tutorial they are used with matrices and some complicated code I don't get :( "do you take this into account when you draw or are you just using a pre-computed value?" I am using a pre computed value, I gradually add 32px to every tile [camera tile[x,y] target rectangle], and then substract the player offset to that [that is from 0 to 32, and is calculated by getting the rest of PlayerPixelPosition / 32], it was the simplest way I could think of, as all the tutorials seem to use GameComponents [I'd rather just use plain classes of mine] | |
Feb 10, 2013 at 9:22 | comment | added | Andrew Russell |
The correct solution is to render relative to the Viewport rectangle. So if you want to render something at the bottom of the screen - make it relative to the bottom of that rectangle - not the top!
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Feb 10, 2013 at 2:03 | comment | added | Vaughan Hilts | It's changing your internal resolution; do you take this into account when you draw or are you just using a pre-computed value? | |
Feb 9, 2013 at 23:12 | comment | added | Anko | Usually more code is a bad solution to not understanding your code. :p | |
Feb 9, 2013 at 22:25 | comment | added | user26129 | Also, it cut off one row of tiles at the bottom, so now it's drawing two rows that are not visible [that's one useless row of tiles that does nothing at all just eats up precious memory, and one that's needed for the screen to move the rendered area around with the player] so if it stays like that [800x600] I'll have to put a lot of changes to all the displaying/update code, is there not any other, moderately easy way of fixing it? | |
Feb 9, 2013 at 22:18 | comment | added | user26129 | Yes, I just did that as a temporary fix - I kind of kept adding 32 [the tile size] and reached 640 somehow, I was pretty sure it would be a good, healthy number... :| To be honest I have not a slighest idea about resolutions - all I know it's good to have healthy, even numbers, I was using multiples of 32 so I can just place tiles like "x: 13*32, y: 9*32" instead of giving exact value for each of them - I'm still a newbie here, my tile rendering thing would probably make you laugh - it's pretty much impossible to do anything more than just simply display the map with them [like rotate/resize] | |
Feb 9, 2013 at 21:41 | comment | added | jgallant | Have you tried setting the screen size to 800x600 instead? 800x640 is not a standard monitor resolution. | |
Feb 9, 2013 at 21:06 | review | First posts | |||
Feb 9, 2013 at 23:12 | |||||
Feb 9, 2013 at 20:47 | history | asked | user26129 | CC BY-SA 3.0 |