I might go 1024x768 on the release version. If I had 3840x2160 and the power to run it, that is what my version would be. Lower res is ok, except when it is zoomed, and it is going to look bad on high res monitors. When I get some of the mechanics I am working on sorted, I will re-scale the levels. At least it's wide screen. If there is to be two versions, I do have to get two in sync fairly soon so the rest can be one development process. If it was not for the zooming, the view-ports, it would not matter, 1080p or 320x400, it would work on all monitors, just the aspect ratio and clarity would be effected.
My Asteroids Plus. I don't know if you guys have tried that, but it is drawn in native 1080p but in 4/3 so it is 1440x1080. You guys can run that just fine, but it is going to be stretched on a wide screen in anything lower than 1920x1080p. In 1080p it is 4/3 in the center of the wide screen.
I'm glad for the feedback, and I will set you guys up. There is nothing that needs to be redrawn, though it would help clarity. I can leave everything as it is except the view-ports settings (you will still have proportionate zoom if you res is matched . The reader display at the top is a view-port, the rest of the screen is also a view-port in some areas, but the zoomed sequences are all view-ports. So at any given time you are seeing either only the reader at the top, or a maximum of one other one. If I make these smaller than your screen res your monitor will not stretch them. As you can see, if they are bigger, your monitor will not scale them. The only way I know how to do it is with hard numbers or constants. I can not peek your monitors' res. This means that this game, one build for all, would have to have a manual input of your resolution,unless I can find, or write a .dll to fetch this.
I'm going to try this. I will spend tomorrow redoing the view-ports to 1024x768 and force your screens into that res. That would work, right? Or am I wrong to assume any monitor that supports bigger res than that be it and aspect ratio will display that res and stretch it? This would mean that the planets, space, everything will have the same pixel count, but the zooming will be to 1024x768.
The way these view-ports work is, I can box any area of the map be it smaller than the screen or bigger and make it viable in the entire part of the screen that is below the reader. At least that is what I am doing. I can have the reader imposed over it, or I can view that port in just a little section of the monitor, like a radar display, or track map in a racing game.
I tend to ramble.
Thanks again. Please try the next release. If it is good on my 1080p and works for you then I might just make one build. If I go with the hassle of a resolution requester then I will use that number for both what area to grab, and the resolution to display it in, so the proportions will be the same regardless.