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full screen problem.
Topic Started: Dec 9 2010, 03:08 AM (227 Views)
joihnsonlee
Advanced Member
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i used the fullscreen code from Despellanion and all i get is three quarters of the screen black.

and one quarter of the screen seems fine (ok) please help.
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joihnsonlee
Advanced Member
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i found out how to get 80% of the screen but i lost my character's gun.

please help!!

ps i will give u my program to u if u need it to help me!!!

just post a reply
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jasnsathome
Member
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if you post the file i will look at it, i am fairly new also but i understand what that script does pretty much. i assume you desktop resolution is highter than the default ones in the script(1024 x 768).so theres a black border around the u3d view to fill in the extra screen space.
you could try changing the line that says global.resolution_x = 1024, to global.resolution_x = display_get_width(). and change global.resolution_y = 768. to global.resolution_y = display_get_height(). this worked for me it will set the u3d window to the size of the desktop.but however you have your gun positioned will probaly change since the x and y of the screen is different than when you started. anyways theres a start until someone with more experience can post, they will probaly need more info so go ahead and post your progress either with the file or the code your using(if you changed anything).btw i'm a forums noob so i need some work on posting here.
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joihnsonlee
Advanced Member
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here they are. (there's more on the next post)

and i know it looks crap at moment.

also put the gun near the bottom of the screen.

PLEASE TELL ME IF THERE IS ANYTHING WRONG.

OR IF U DOWNLOADED IT.
Attached to this post:
Attachments: gfxzip.zip (33.76 KB)
Attachments: noobexample2.gmk (117.27 KB)
Edited by joihnsonlee, Dec 12 2010, 08:45 PM.
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jasnsathome
Member
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I tried your example. It didn't have any graphics so i couldn't see the gun or wall textures,but i changed one little thing in the full screen script that made mine work so you can give it a try. I set the line that says display_set_size(global.resolution_x-1,global.resolution_y-1) to display_set_size(global.resolution_x,global.resolution_y). I'm not sure what the -1 in the resolution is for but on my comp it would not change the screen size. You might have to scale your gun texture and move its x and y. this should work if your comp supports 1024x768 some 15" flatscreens (my laptop) don't.
I also put and alarm event in your cameras begin step to control rate of fire for bullets as an example of an easy way to do it. hope this helps.
Attached to this post:
Attachments: noobexample2b.gmk (117.38 KB)
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joihnsonlee
Advanced Member
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did u download gfxzip.zip?

if u did, did u put the gfx folder (from gfxzip.zip) in the same folder as noobexample2?

also i still can't see my gun.

can u try to fiddle around with the "execute piece of code " in "draw event" in "control object" so i can see the gun near the bottom (anywhere will do)


so i can have a rough idea how to put gun right.

ps the textures are meant to look boring for example one wall is only blue another just red. also gun2 is just a black rectangle.
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jasnsathome
Member
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oh yea i forgot,move your DrawTex and Drawtext functions to the step event,then you can see texture of gun,then you can move its x y to where you like,and scale it to the size you want also.
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joihnsonlee
Advanced Member
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thanks.

just one question can i draw 2 pictures with drawtex (one gun and one target)?
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