@TwistedTwigleg said:
For different screen sizes, in the project settings you could see if setting the Mode
property under stretch to 2D
and the aspect to Expand
or Keep
helps. Then if a window is smaller or larger, it will resize the content to best try and fit it with the width
and height
project settings.
Yes, I tried with different sizes and modes. Somehow I can't get Godot do do this properly. It either gets pixelated, or it looks like someone tried to resize an image with MS Paint. Maybe that's because I imported all the graphics without filter, but if I leave filter on, everything gets blurry.
@cybereality said:
Godot always runs at native resolution. The resolution you set in the options is just for the renderer and how it scales to the screen. In fact, very few modern games support exclusive fullscreen mode anymore, most vendors recommend you don't use it (after DX12 and Vulkan game out). In any case, it's not even supported in Godot. But you have to adjust the Window Stretch options in the Project Settings. It will depend on your game which settings work best.
I wasn't aware that most modern games no longer have exclusive fullscreen. The ones I played recently did (or at least what I'd consider exclusive fullscreen). Also, if it's not supported, why is the option still there?
It turns out, setting the window to borderless works, too, though. And it doesn't cause weird scaling. It's fine for this game as it has no mouse control, so no danger of accidentally clicking outside the window.
However, now I noticed another thing. On my laptop Windows is set to display text and UI elements at 125%. This also seems to cause the game to display at 125% resolution, meaning parts of the game window are outside of the screen. None of the settings seem to change that.
Can I remedy this or do I need to tell the players to set their screen's scale to 100% before playing?