Hey, I just figured out the following and it would be nice if someone could test this theory (works for me)
Since we can't see what resolution the user has, I think this is the way to go:
Simply assume 1920x1200 is the 100% resolution - on a lower resolution, a dialog of 1920x1200 = full-screen (yes that makes sense on a smaller screen)
However - if you set a dialog to, for example, 1024x768, and put your screen resolution on 1024x768 - it WON'T be full screen... in fact it will be the size scaled to a 1920x1200 screen.
So if you guys could confirm this theory for me, and especially try with a higher resolution than 1920x1200
Their dialog system is kind of flawed. Dialog is defined by size and anchored relative to screen or to each other. The size is dependent of screen resolution which we cant' get. Full screen dialog get no value for height and width, just fullscreen. So if your UI is somewhat complicated and take most space of the screen, it will look ugly on different resolution
I can confirm, for my own UI at least which I just started on that if I swap my (ofc results can be different per UI) resolution from 1900x1200 to 1200x800 that your images might move a few pixels and get out of place etc.
A crazy workaround could be that the player chooses his screen resolution at the start of a game.. but really, making a UI for different screen resolutions is just WAY too much work.
Hey, I just figured out the following and it would be nice if someone could test this theory (works for me)
Since we can't see what resolution the user has, I think this is the way to go:
Simply assume 1920x1200 is the 100% resolution - on a lower resolution, a dialog of 1920x1200 = full-screen (yes that makes sense on a smaller screen)
However - if you set a dialog to, for example, 1024x768, and put your screen resolution on 1024x768 - it WON'T be full screen... in fact it will be the size scaled to a 1920x1200 screen.
So if you guys could confirm this theory for me, and especially try with a higher resolution than 1920x1200
@SweetZombieJesus: Go
Their dialog system is kind of flawed. Dialog is defined by size and anchored relative to screen or to each other. The size is dependent of screen resolution which we cant' get. Full screen dialog get no value for height and width, just fullscreen. So if your UI is somewhat complicated and take most space of the screen, it will look ugly on different resolution
I can confirm, for my own UI at least which I just started on that if I swap my (ofc results can be different per UI) resolution from 1900x1200 to 1200x800 that your images might move a few pixels and get out of place etc.
A crazy workaround could be that the player chooses his screen resolution at the start of a game.. but really, making a UI for different screen resolutions is just WAY too much work.
@Mogranlocky: Go
The few pixels might be that you use 1900 instead of 1920?