Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Edwin Xie on Thu 10/06/2004 05:44:29

Title: Changing the resolution to 640x480
Post by: Edwin Xie on Thu 10/06/2004 05:44:29
How to you change the resolution to 640x480? I believe I got it set on another resolution.
Title: Re: Changing the resolution to 640x480
Post by: Wolfgang Abenteuer on Thu 10/06/2004 05:49:37
Under the "Game" drop-down menu in the editor, there's an option to change the game resolution.

~Wolfgang
Title: Re: Changing the resolution to 640x480
Post by: Edwin Xie on Thu 10/06/2004 06:01:02
Bleh, I did set it to 640x480 but now the 640x480 graphics are pushed to the upper-left side so I can't see much of the graphics. How can I resolve that without changing the resolution back again?
Title: Re: Changing the resolution to 640x480
Post by: Gilbert on Thu 10/06/2004 06:28:11
Adjust the settings of your monitor, if any.
Title: Re: Changing the resolution to 640x480
Post by: Ashen on Thu 10/06/2004 23:55:05
Or, if you mean in the AGS editor, you may have to re-import all the backgrounds :(
Title: Re: Changing the resolution to 640x480
Post by: Mr Flibble on Fri 11/06/2004 23:24:21
Make sure you aren't trying to use a 320x200 size BG for a 640x480 room.

Title: Re: Changing the resolution to 640x480
Post by: Edwin Xie on Sat 12/06/2004 02:37:53
The problem is, that I am using a 640x480 background on a 640x480 resolution. And I am using a window for the game.
Title: Re: Changing the resolution to 640x480
Post by: Scorpiorus on Sat 12/06/2004 13:28:26
Changing the resolution a game is designed for (i.e. via menu > game > change game resolution...) is not recommended at mid-design time.
Maybe you could post a screenshot to demonstrate how and what looks wrong?
Title: Re: Re-importing backgrounds
Post by: Edwin Xie on Sat 12/06/2004 22:08:53
I'm going to set the resolution temporarily to 800x600 and do the rest. Then I am going to set it back to 640x480.


Quote from: Ashen on Thu 10/06/2004 23:55:05
Or, if you mean in the AGS editor, you may have to re-import all the backgrounds :(

I am afraid, that I have to do the hotspots and walkable areas again if I re-import all backgrounds. I got a similar problem though, that I don't want to do the hotspots and walkable areas on a room and it doesn't match the resolution of the game so I have to re-import that room's background and I had to use a mask and I created it in ms-paint but the main problem is, that the I had to use 256 colors and MS-paint's color don't match Ags's so I am in a huge mess here.

EDIT: Oh wait, someone said that paint's palette is bad. I guess it really is.
Title: Re: Changing the resolution to 640x480
Post by: Edwin Xie on Mon 14/06/2004 00:59:58
Which program is excellent on doing masks for AGS?
Title: Re: Changing the resolution to 640x480
Post by: Snarky on Mon 14/06/2004 04:52:08
Any paint application that does layers. Adobe Photoshop or Paint Shop Pro, for instance. There's a link to a big list of decent paint applications in the "READ THIS THREAD FIRST" thread.
Title: Re: Changing the resolution to 640x480
Post by: strazer on Mon 14/06/2004 05:03:46
Snarky, I think he meant AGS masks, they're different. :)

QuoteI created it in ms-paint but the main problem is, that the I had to use 256 colors and MS-paint's color don't match Ags's

The colors don't need to be the same as in the editor, you just have to use the appropriate palette slots:
Color 0 = transparent
Color 1 = walkable area/hotspot/region 1
Color 2 = walkable area/hotspot/region 2
...etc.

It seems to be quite a pain to do that in Paint, but I've never used it before so I may be wrong.
So yeah, try some other prog from the sticky in the Critic's Lounge (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=5644.0).
Title: Re: Changing the resolution to 640x480
Post by: Snarky on Mon 14/06/2004 06:31:21
Yeah, but layers are good for doing AGS masks, because you can paint them right on top of your background, and store them in the same file. Also, if you build your background right, you may be able to generate the masks automatically from the image. For instance, if you have a tree that's going to be a walkbehind, and you draw it on its own layer, you can use that layer to create the walkbehind mask, and it will be pixel-perfect.