Maybe it's just me, but if you're making a custom GUI based on a widescreen aspect ratio (16:9), parts of the GUI might be cut off or overlapped on a standard aspect ratio (4:3) or the less wide ratio (16:10).
Yea I know, who uses 4:3 nowadays anyway? But seriously, players that play on 4:3 might have this problem when it comes to custom GUI for maps.
Just a heads up to new map makers.
I'm new to custom GUIs myself, is there something (some numbers, coordinates) to keep in mind to prevent this problem? Anything but testing on a standard ratio, 4:3 looks really ugly on my monitor :)
i noticed this too as im at work on my laptop and a part of the dialog is cut off now. gonna have to fix this... i havent looked into it but hopefully there is a way to detect what settings it is at, then adjust the dialogs appropriately. that, or screw the bad resolution people or make it smaller so its got space to give on the better resolution people but still fits with the bad resolutions.
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Maybe it's just me, but if you're making a custom GUI based on a widescreen aspect ratio (16:9), parts of the GUI might be cut off or overlapped on a standard aspect ratio (4:3) or the less wide ratio (16:10).
Yea I know, who uses 4:3 nowadays anyway? But seriously, players that play on 4:3 might have this problem when it comes to custom GUI for maps.
Just a heads up to new map makers.
I'm new to custom GUIs myself, is there something (some numbers, coordinates) to keep in mind to prevent this problem? Anything but testing on a standard ratio, 4:3 looks really ugly on my monitor :)
i noticed this too as im at work on my laptop and a part of the dialog is cut off now. gonna have to fix this... i havent looked into it but hopefully there is a way to detect what settings it is at, then adjust the dialogs appropriately. that, or screw the bad resolution people or make it smaller so its got space to give on the better resolution people but still fits with the bad resolutions.