Excellent, I cracked it! :)
Shawn, you may or may not want to add this addition to your code.
Shawn, you may or may not want to add this addition to your code.
; start widescreen setup If Lower(fakewidescreen)="yes" Then ScaleEntity cam,1.25,1,1 ; stretch viewport for 'fake widescreen' Global GUIpixel# = 1 ; setup gui squishing for widescreen If Lower(fakewidescreen)="yes" Then GUIpixel = 0.75 ; define 0.75 width for GUI widescreen If Float(screenwidth)/Float(screenheight)>1.4 Then GUIpixel = 0.75 ; define 0.75 width for GUI widescreenThis is where I setup my widescreen width. I have 'fake widescreen' which is basically anamorphic output, as well as proper widescreen. Stupidly, I had no idea that I needed to add 'Float' to each number I divided by, so that gave me some trouble... I've never needed that before.
CW# = ThisFont\Character_Width#[ThisChar]*GUIpixelThe '*GUIpixel' is the only part I added to the sswift code. I also added the same thing to all sections that call GUI_CreateSprite in my own code, which was a pretty easy way to handle it. This does the job really nicely. I changed some of my alignment to work by centre instead of left side, and it works okay now.