Ok so in my map I have a character selection screen which is full screen and it looks pretty good, the only problem is it only fits on a few resolutions. I play on the highest resolution myself, so I made it so that it fits my screen without really thinking about it til most of it was already done. So now my question is what is the best way to make a full screen dialog work on all screen resolutions? I realize this is pretty vague so I will attach my map so anyone can see exactly what I am dealing with.
Thanks in advance for any help... I realize this is an odd question but I am new at this stuff and I am hoping there is a fairly simple way of doing this that I am just not realizing...
P.S. I know I could make it fit the lowest resolution and than it would work for all resolutions... but I want it to be full screen for all resolutions if that is possible, which I am sure it is.
Basically there's only one way - use variables for your dialog sizes/offsets to change dialog items individually for every player.
E.G. You have a dialog item with width 960 and height 640 when you're playing on 1920x1280 resolution (takes up 25% of the screen)
Then you need to multiply the width and height with a player specific variable:
For 1920x1280= width x1 and height x1
For 1280x1024 = width x0.667 and height x0.8
... and so on ...
So when you make the dialog item for a player with resolution of 1280x1024 you set the width to 960x0.667 and height to 640x0.8.
So this variable would tell you how much smaller/larger than your default resolution the dialogs need to be.
So, that's only one way to do it. You could also transform the sizes into percentages or whatever.
But it all comes down to changing the dialog sizes for every player.
Hmm ok thank you. Is there a way to set it depending on resolution size with triggers? Like something along the lines of "for screen resolution (blank) set variable to (blank).
Oh... I don't know that seems rather obnoxious... I tried doing it by setting the dialog so fullscreen = true so it will be full screen no matter what the resolution is, than making everything a fraction of the dialog's height and width, but it doesn't seem to be able to figure out the dialog's height and width when set to fullscreen because when i set the dialog item width or height to (dialogItem = (width of mainDialog / 3)) it just disappears, so I am assuming that it is reading the width of the mainDialog as 0.
P.S. I use 3 as the divisor because their is 3 columns and 3 rows.
I was wondering this same thing a week ago. Looked for about an hour to see if there's a way to detect the resolution of the player...there isn't. Can't detect any of their preferences, for that matter. So eventually I was just like 'screw it' and if people can only play on the lowest resolution then I guess they're missing out.
The dialog option thing is probably the best bet, but I imagine the average idiot won't even know his current resolution.
that would seem like the best way to prompta player then change the dialogs accordingly (there is a set dialog to full screen options FYI) but even with a bit of tweaking and say you get it so the players selects his size then the images scale accordingly etc... well, the text wont. so youre gonna have to attribute various styles to fit the specs of what they say their screen resolution is... not worth it imo. i just made mine fit 'full screen' for the lowest, and with the highest theres a small (not too big IMO) border around it and its just centered. so its functional for everyone. its just the selection screen of mine as well and nto worth the headache to mess with it. but i do agree that if they play on lowest kinda 'screw them' because al ot of us try to make our maps look good and play functionally involving the use of lighting and on lowest it shoots taht all to shit. so yeah, kinda screw em.... haha
(with sc2 going to last FOR YEARS, and people will be upgrading their systems as we go along, i dont think it will all be an issue in due time really. i think the majority of people will have great systems to play it on within the first year IMO, at least anyone or most anyone that plays it enough to warrant such worrying)
I play on 1280x1024.
If somebody comes and plays on 1920x??? then his screen will be almost twice as large as mine.
Thus all of the dialogs will be half the size... that's quite an impact.
Yeah I play on the highest resolution myself, as I said, so in my opinion it just looks stupid to have it so much smaller than the screen... Hopefully when they release it there will be something to detect screen resolution but i doubt it. Just wishful thinking I guess. Or just make it so that when setting the dialog size to full screen it doesn't just read the height and width as 0.
Now that I think about it more I might make it small and just give it a scroll bar so you can scroll through the characters. But at the same time I don't really want to do that either. I don't know... whatever I guess lol.
heres a screenshot of the difference. i think they both look nice enough. my resolution only goes from 1024 to 1600 on the x. maybe youre playing on a better monitor, my monitor certainly isnt the best (though it is high resolution i believe... so i dont get what would be the gripe)
anyways, i guess were just gonna disagree. you guys can resize yours, mine are just fine the way they are (especially being its only 1 screen thats not vital to gameplay as the others you just anchor to the corners and dont worry about stretching things to unreal sizes for display).
Actually my monitor surrenders to everything higher than 1280x1024 and everything lower than 1024x768 looks horribly pixelated ^.^
Anyway, attached a pic how it'd look like for a 1920 resolution (photoshopped).
And actually quite a few of my friends have even higher resolutioned monitors (2000+). I don't see the point in it, but they do like it.
16:9 / 4:3 is another thing to keep in mind :x
The resolution you set in the options menu does not affect the positioning of dialog items. For example, if you change your resolution ingame, you will notice that everything remains in exactly the same position. Furthermore, dialog sizes are not actually based off of pixels. For example, my monitor is 1440x900 but it takes a 1920x1200 image to fill up the entire screen. :\
Hmm ok... well this makes things even worse. And for me when changing the screen resolution in game the dialog items do not stay the same, they reposition themselves based on the new dialog size. Yours probably stays the same because your dialog is not set to fullscreen so it does not adjust. When it is on full screen it will adjust to the size of the screen depending on the resolution, which makes the dialog items reposition.
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Ok so in my map I have a character selection screen which is full screen and it looks pretty good, the only problem is it only fits on a few resolutions. I play on the highest resolution myself, so I made it so that it fits my screen without really thinking about it til most of it was already done. So now my question is what is the best way to make a full screen dialog work on all screen resolutions? I realize this is pretty vague so I will attach my map so anyone can see exactly what I am dealing with.
Thanks in advance for any help... I realize this is an odd question but I am new at this stuff and I am hoping there is a fairly simple way of doing this that I am just not realizing...
P.S. I know I could make it fit the lowest resolution and than it would work for all resolutions... but I want it to be full screen for all resolutions if that is possible, which I am sure it is.
Basically there's only one way - use variables for your dialog sizes/offsets to change dialog items individually for every player.
E.G. You have a dialog item with width 960 and height 640 when you're playing on 1920x1280 resolution (takes up 25% of the screen)
Then you need to multiply the width and height with a player specific variable:
For 1920x1280= width x1 and height x1
For 1280x1024 = width x0.667 and height x0.8
... and so on ...
So when you make the dialog item for a player with resolution of 1280x1024 you set the width to 960x0.667 and height to 640x0.8.
So this variable would tell you how much smaller/larger than your default resolution the dialogs need to be.
So, that's only one way to do it. You could also transform the sizes into percentages or whatever.
But it all comes down to changing the dialog sizes for every player.
@s3rius: Go
Hmm ok thank you. Is there a way to set it depending on resolution size with triggers? Like something along the lines of "for screen resolution (blank) set variable to (blank).
@apasseroni0014: Go
No, you'll have to prompt every user to enter they screen resolution.
@s3rius: Go
Oh... I don't know that seems rather obnoxious... I tried doing it by setting the dialog so fullscreen = true so it will be full screen no matter what the resolution is, than making everything a fraction of the dialog's height and width, but it doesn't seem to be able to figure out the dialog's height and width when set to fullscreen because when i set the dialog item width or height to (dialogItem = (width of mainDialog / 3)) it just disappears, so I am assuming that it is reading the width of the mainDialog as 0.
P.S. I use 3 as the divisor because their is 3 columns and 3 rows.
I was wondering this same thing a week ago. Looked for about an hour to see if there's a way to detect the resolution of the player...there isn't. Can't detect any of their preferences, for that matter. So eventually I was just like 'screw it' and if people can only play on the lowest resolution then I guess they're missing out.
The dialog option thing is probably the best bet, but I imagine the average idiot won't even know his current resolution.
I might be missing the whole point, but... there is a function called "Set Dialog Fullscreen"
that would seem like the best way to prompta player then change the dialogs accordingly (there is a set dialog to full screen options FYI) but even with a bit of tweaking and say you get it so the players selects his size then the images scale accordingly etc... well, the text wont. so youre gonna have to attribute various styles to fit the specs of what they say their screen resolution is... not worth it imo. i just made mine fit 'full screen' for the lowest, and with the highest theres a small (not too big IMO) border around it and its just centered. so its functional for everyone. its just the selection screen of mine as well and nto worth the headache to mess with it. but i do agree that if they play on lowest kinda 'screw them' because al ot of us try to make our maps look good and play functionally involving the use of lighting and on lowest it shoots taht all to shit. so yeah, kinda screw em.... haha
(with sc2 going to last FOR YEARS, and people will be upgrading their systems as we go along, i dont think it will all be an issue in due time really. i think the majority of people will have great systems to play it on within the first year IMO, at least anyone or most anyone that plays it enough to warrant such worrying)
@Tolkfan: Go
That only makes the dialog fullscreen, but all the dialog items will still be itsy bitsy tiny small if you haven't adjusted it.
@ezbeats: Go
I play on 1280x1024.
If somebody comes and plays on 1920x??? then his screen will be almost twice as large as mine.
Thus all of the dialogs will be half the size... that's quite an impact.
@s3rius: Go
Yeah I play on the highest resolution myself, as I said, so in my opinion it just looks stupid to have it so much smaller than the screen... Hopefully when they release it there will be something to detect screen resolution but i doubt it. Just wishful thinking I guess. Or just make it so that when setting the dialog size to full screen it doesn't just read the height and width as 0.
Now that I think about it more I might make it small and just give it a scroll bar so you can scroll through the characters. But at the same time I don't really want to do that either. I don't know... whatever I guess lol.
@s3rius: Go
heres a screenshot of the difference. i think they both look nice enough. my resolution only goes from 1024 to 1600 on the x. maybe youre playing on a better monitor, my monitor certainly isnt the best (though it is high resolution i believe... so i dont get what would be the gripe)
anyways, i guess were just gonna disagree. you guys can resize yours, mine are just fine the way they are (especially being its only 1 screen thats not vital to gameplay as the others you just anchor to the corners and dont worry about stretching things to unreal sizes for display).
Actually my monitor surrenders to everything higher than 1280x1024 and everything lower than 1024x768 looks horribly pixelated ^.^
Anyway, attached a pic how it'd look like for a 1920 resolution (photoshopped).
And actually quite a few of my friends have even higher resolutioned monitors (2000+). I don't see the point in it, but they do like it.
16:9 / 4:3 is another thing to keep in mind :x
@s3rius: Go
Yeah my laptop is 16:9 :p
The resolution you set in the options menu does not affect the positioning of dialog items. For example, if you change your resolution ingame, you will notice that everything remains in exactly the same position. Furthermore, dialog sizes are not actually based off of pixels. For example, my monitor is 1440x900 but it takes a 1920x1200 image to fill up the entire screen. :\
@fernsauce: Go
Hmm ok... well this makes things even worse. And for me when changing the screen resolution in game the dialog items do not stay the same, they reposition themselves based on the new dialog size. Yours probably stays the same because your dialog is not set to fullscreen so it does not adjust. When it is on full screen it will adjust to the size of the screen depending on the resolution, which makes the dialog items reposition.