Hi, I´m trying to scale one of my games for iPhone (480x320) to the Wiz resolution (320x240) using this function:
//=============================================================================
FUNCTION ScaleScreen:
//=============================================================================
//come back to real screen
USESCREEN -1
STRETCHSPRITE 1500, 0, 0, screenx, screeny
SHOWSCREEN
USESCREEN 0
CLEARSCREEN
ENDFUNCTION
I´m using scalescreen instead of the usual showscreen.
this code is working for scaling on pc but on wiz the image is shown once and remains freezed while the game still runs in the backend.
Where´s the problem?
Very strange. Please make a working mini example for that so I can try. It should really work.
I don't think it's an very efficient way to do it, though. The performance will likely drop to 40 FPS.
Here you got the mini example with the problem.
As you would see is scaling fine on pc but on wiz the image is freezed.
I´m also open to any other sugestions.
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CREARSCREEN was the problem. I fixed it for the next update.
Great!
Many thanks!!
and what about other scaling methods?
As you said, with this method the framerate is a pain.
Make the game run on 320x240 and fill the extra space on iPhone with valuable data. That's how I do it.