Optimising for all Screen Sizes - Flash AS3 - actionscript-3

I'm making a game that goes into fullscreen mode when started up. I want to be able to optimise my game assets for all user's screen sizes. I have some code that traces the sizes of the user's screen size, but I'm not sure how I'd use this to optimise the game assets to fit the user's screen size.
Does anybody know how I could do this?
Thanks in advance.

It depends on many factors in your game, but if you just want to know how to create resize method in your game, check out this answer:
https://stackoverflow.com/a/14681344/2009788

Related

How are twips on a video projector calculated? Is there a possibility to configure?

My Ms Access(2010) database uses forms to display and manipulate data. Recently, when presenting these, I found out that the use of these forms on a video projector leads to a severe problem, the forms appear to be 'zoomed' in.
Therefore I have 2 questions, thanks for the answer!
1) How are twips on a video projector calculated? Theoretically this should depend on the distance between projector and screen, which woulnd't make too much sense. (I'd need this information to be able to explain the problem, thank you very very much)
2) How can this be configurated? Is it possible to use VBA or Win32 API to achieve this?
I don’t think this problem has anything to do with TWIPS or with the video projector. Any monitor (analogue, digital, projector, etc.) shows the same picture if it has the same resolution. If you set the output of your computer to i.e. 1024 * 768 pixels and the output device (analogue or digital monitor, projector, etc.) uses the same native resolution then the picture will look the same on each device.
Access works in pixels. If you have a form optimized for a specific amount of pixels then this is what Access uses. If you have a higher resolution then form will not fill the screen and if you have a smaller resolution the form will not be completely shown on the screen.
I guess what happens is that you use on your PC an output of i.e. 1600 * 1200 pixels but your projector can’t show this correctly. So the projector tries to convert i.e. 1600*1200 to 1024*768 and this will never look good.
I think you have two options: Check the resolution which your projector expects and set your PC to the same resolution. Or change your application – or the projector.
In line with what Edgar has suggested, regardless of the display type (projector, monitor etc...) the issue will remain the same. In this scenario, the problem is the form is designed for a given screen size, say 1600x900 (16:9) or 1920x1200 (16:10) or whatever you have chosen to design the form as.
The projector is likely not the same resolution as this. Many smaller projectors are either 1024x768 or 1280x720, both of which are likely smaller than your computer monitor in regards to resolution. While it is true that you could design the forms to the proper pixel dimension of the projector an easier way, that wouldn't require editing any content, would be to send the projector the same resolution that you have designed the forms to be.
For example, if your forms fit nicely on a 1920x1080 pixel space but your projector is 1024x768 then you could open display preferences on your computer and set the output to the projector to be 1920x1080. The projector will then scale the image to fit onto its 1024x768 panel.
There are many variables in here and you may run into equipment limitation with this approach, such as the projector not being capable of ingesting and scaling a given resolution which you are forcing into it. In that instance you could utilize a hardware video scaler inline between the computer and projector to perform the scaling operation for you. An example of a device capable of this would be a Barco ImagePro, though there are many other more cost-effective solutions on the market as well.

Image resolution, scaling / zooming in Flash

I need a scalable world map in my game that the player should be able to zoom into. This, however, requires a very large image or a vector graphic, or else the player is able to see the pixels when zoomed in. Both solutions seriously slow down the performance of the game, especially during rescaling. I guess there isn't a solution, but if there is, please let me know.
I believe you're looking for something like this: http://gamedevelopment.tutsplus.com/tutorials/an-introduction-to-creating-a-tile-map-engine--gamedev-10900
Cheers,

Can I change the fullscreen scaling algorithm in Flash when using fullScreenSourceRect?

When I put my Flash game into full screen interactive display mode and set stage.fullScreenSourceRect so that it uses hardware scaling, the performance at any resolution seems to be much better than if I do it without the fullScreenSourceRect. I'd really like to use this feature, but the problem is that it seems to be using a 4x blur or some similar algorithm for scaling that leaves everything looking very blurry.
It seems like an odd choice to have a blur as the only available scale mode. I would be much happier with a simple nearest-neighbor. I can't find anything about changing the scale algorithm in the documentation. Is there any way to do this while still using hardware acceleration?
What is the intended platform for this game? If this is mobile, then there are standards that can be implemented to ensure the ideal resolutions. If this is for web then, I would recommend defining rigid dimensions. Otherwise in my experience, its best to develop to your display's ideal native resolutions. Unless you have your code dynamically drawing objects to your stage, the there will always be some kind of rastering/interpolation. You can also get your screens resolutions and have the code make adjustments accordingly: How do I get the user's screen resolution in ActionScript 3?
I've developed a lot of touch screen applications that span multiple displays with different resolutions and AIR has some great options in it's 'Screen' class to make the process easier.

what is full screen mode

I know you can fake full screen by expanding a window and eliminating the title bar , status bar , and other stuff, I'm not interested in this, I want to know about "real" full screen mode (I don't know how to call it else) , like in games.
what exactly is full screen mode?
what win-api should I use to achieve this?
can this be used to play movies in full screen ? I know windows media player uses a fake full screen because I can "cut" thru it and see the desktop (using regions win-api).
can I "cut" thru "real" full screen like I thru a window (using regions win-api) ore is this directly writing to video memory and there is nothing "under" it?
Thanks!
If you want to make games on Windows in full-screen, the best option is XNA. This uses DirectX underneath, but hides a lot of the implementation details and plumbing to make it easy for the developer to start working on his game.
XNA is freely downloadable, and has good documentation.
XNA Game Studio 4.0 can be downloaded here.
...and you might want to support the "fake" fullscreen mode in addition to "real" fullscreen - it's very nice for those of us that run multi-monitor systems.
If you don't want to use DirectX, create window and call ChangeDisplaySettings with CDS_FULLSCREEN flag. OpenGL applications use this way to go fullscreen.
As far as a user is concerned, full screen is just when a window takes up the entire screen such that they no longer see any window borders or other desktop stuff.
As you know, not all full screens are created equal.
'proper' full screen is where the program takes control of the screen. When a game uses this mode, it can change the resolution of you screen. If you have ever played an old game and existed to see your icons all messed up, this is; for the duration of playing the game, your desktop was at a lower resolution.
with 'borderless full screen' the program window is striped of any borders, the title bar and frame etc., and is just a rectangle of pure rendering. If you then set this rendering context to be the same size as your desktop, you get the effect of full screen.
Doing border-less is usually the more user friendly way these days, as it is easier to 'tab out' as the other programs are still graphically around. 'proper' full screen gives you full control of the hardware, so in theory you have more power for your program, but it means you have to wait for things to reinitialise when you tab out.
what you do with your rendering context is up to you, so yes, you can use it play videos. It would not matter if you are in 'proper' full screen or not, the rendering code would be the same.
As for cutting through proper full screen windows, I am not sure, but I think there would be nothing else to see, there is only your program.
as for what win-api, there is only one windows api, but I think you mean, what windowing library; as this is getting to be a long answer already, I shall just say it depends a lot on what you want from it.
Please feel free to leave comments if you need me to clarify or expand on any points.

Detect physical screen dimensions

I know that it is possible for a website to detect a user's screen dimensions in pixels, but is there a way to detect the physical size of a user's monitor (in inches)?
This is not always possible. Even the operating system might not know this information. In order to display properly on the screen the necessary information is the resolution that the monitor can display.
Think about using a projector. Depending on how far you place the projector away from the wall, the screen will become bigger or smaller. However, the computer will send the same picture to the projector. How would the software know about the distance to the wall and hence the size of the screen?
Not reliably.
Even monitors that believe to know their DPI - which isn't many - are often incorrect.
You could use EDID from the registry.
Please vote for this suggestion:
https://connect.microsoft.com/VisualStudio/feedback/details/526951/screen-object-physicalwidthincentimeters-physicalheightincentimeters-displaymode