Hi everyone, I am working on a project and when I run the game to test it, game window is too small compared to the display setting (black box on the top left is the game window):
This also makes it difficult to record tutorials with games using fullscreen.
Any way to solve this, a workaround maybe?
Also I cannot take screenshot of it but when I enable fullscreen what it does is simply taking the small black rectangle in the first picture attached and resizes it by x5 or so. The mouse cursor looks a lot larger and model looks blocky rather than smooth. It also only covers around half of the screen and I get black and unreachable areas on left and right sides.
Very basically, Defold’s default fullscreen is broken. It always has been and probably always will be, which is why no one uses it. If you want proper fullscreen support on desktop, you may want to use DefOS.
Thank you for the tip!
Does DefOS have any drawbacks or limitations I need to know before using it? Like, any reason why it is not the default way of handling fullscreen?
Well, it uses the old classic actual fullscreen. Which is why the other windows change size.
We have been waiting a long time for the update to GLFW3 on our desktop platforms, and we “recently” got that in. So, now we can finally dust off this old ticket:
Good to hear it will be fixed.
Putting fullscreen aside, what could be the reason for the game window starting as 240x360~ instead of 1920x1080 as set on Display?