How to deal with higher resolution images?

BlitzMax Forums/BlitzMax Programming/How to deal with higher resolution images?

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You're trying to be too user-friendly. Just assume that everyone is using an aspect ratio that uses true square pixels on their display of choice. So...

640x480, 800x600, 1024x768, 1280x960, 1600x1200, etc = 4:3 aspect ratio, so user is probably using a CRT or TFT/LCD.

1280x1024 is 5:4, which is typical for a TFT/LCD display. Anyone using this res on a CRT should be aware that their pixels are slightly squashed and are willing to put up with it.

Any widescreen ratios are fitting for the display in use, which is likely to be a TFT/LCD or large screen LCD/Plasma.

Keep it simple and you'll cover just about anyone. As for those few using an odd resolution for their display, then it's their fault and they'll have to tweak their settings - if that bothered about a slightly odd looking square!

As for what to do with the GUI/HUD side of things, I would devise a floating system that expands into the 'unused' portion of a widescreen set-up (provided you were writing a game with 4:3 in mind), or have two different layouts for 4:3 and 16:9, which should cope with pretty much most of the market.

It's impossible to cater for everyone, so just make sure you cover the majority. The rest will cope, and will probably not even notice.