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On the start screen, it scaled to full width, thus cutting something at the top and bottom. My screen is 21:9, instead of 16:9. In the game itself the whole screen was usable, but the background texture did only cover a 16:9 ratio, not the full width. The outlet shots did the same thing, i guess the sprite is only that long. But it was perfectly playable. I guess it's best to check it out yourself with a 21:9 resolution, maybe it's the same for windowed mode.

interesting, i had someone who was going to stream my game run into a similar resizing issue, and i sent him a rebuild with Unity options set to allow resizable game window and to launch as a maximized window. this worked for him, if you have the time to try it out, i could send you a link to the rebuild, just to see if it fixes your bug as well. if not, i totally understand.

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Sure, if you want to test a fix i'll help you out ;)

thanks a bunch! i appreciate it. here's a link to the test build, its the same as the one on my page but with the changed Unity settings: https://maxmitchell.itch.io/test lmk if this fixes the bug.

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Sure, no problem. Looks the same as before, so sadly not fixed in fullscreen 21:9. I think i figured out how you can reproduce the effect. Just force the window mode (alt+enter on windows) and the adjust the window to be quite wide. You'll notice how areas of the game vanish. What is pretty cool is that the playable area is always correct (as big as the window), so i can modify the playing field :D

ah, i understand now! not sure why it's happening yet, but at least i can reproduce it. probably has something to do with the screen resizing and not scaling the camera view to account (or something). 

i think the reason why it's all still playable is because the screen wrapping and enemy/pickup spawning  are all dependent on the screen size (not a static value of what i expect the screen size to be). so when the screen size gets out of proportion, it messes up the UI and background image but is still playable. neat! thanks for the insight!