Post

I could also just stick with the classic solution and use a 4:3 aspect ratio (game only) and a 16:9 aspect ratio (4:3 game + side decoration)

8 reposts72 likes

Eureka! I've recalculated everything, and this design should work for 4:3, 16:9, 16:10, and 21:9 aspect ratios, cropping it to fit the available space.

The game base resolution is 256x192. It scales up to whatever screen resolution, but the player can select if it's an integer, proportional or fully stretched scale. The bezel has a higher resolution (base resolution x7), but it always scales to fit the scaled base resolution.

Then, the trick is to design an image that is as wide as 21:9 and as tall as 16:10, so it can be cropped for those resolutions and also 16:9 and 4:3. The ratios are calculated as a % of the base resolution, not the monitor resolution (that was my previous mistake)

Would you mind telling me what are the targeted screen resolutions and what are your game resolutions that you can then scale up properly And of course what is the "frame" size where you place the game area inside? And does the frame scale too or is it cut? Sounds very interesting ;-)

Sure, more details here bsky.app/profile/loco...

Locomalito@locomalito.com

The game base resolution is 256x192. It scales up to whatever screen resolution, but the player can select if it's an integer, proportional or fully stretched scale. The bezel has a higher resolution (base resolution x7), but it always scales to fit the scaled base resolution.

My original plan was to support all 4:3, 16:9, 16:10 and 21:9 ratios with a bezel that gracefully crops in all cases. But doing that while also allowing pixel perfect scaling is a pain (aka: it just has some not perfect solutions for some specific screen resolutions)