The first member to create a resolution API is LcL. I haven't tried it, but you can check it (here)
How to?
All you have to do is build your game in the .ged that I will upload or merge it, select the desired resolution from the Game Options and that's it.
You can select the default resolution of your sprites from the global code, which is set by 640x480 by default and if you don't like to scale up some actor, put this:
- Code: Select all
internal = true;
in its Create Actor event.
Just make sure that your actors are within the canvas area, which is resized to support up to 1920x1440 but you can obviously resize it however you want.
Note that this is a quick and easy approach to handle resolutions. It is NOT optimized, because the goal was to be simple and easy to use.
You can optimize it yourself. You can create an update function to update actors individually whenever they require a redraw.
For commercial games, I'd recommend implementing a loading screen first, to make sure that the first thing the user sees is what he is supposed to.
If you are hoping for a game-editor version that deals with every problem - check out Game-Editor2