Game Development Community

XBox360 widescreen display?

by Ty Newton · in Torque X 2D · 02/09/2008 (7:24 pm) · 6 replies

Hi,
I think this question has been asked before but I don't think it was answered.

Can anyone point me in the right direction for info or walk me through how to setup a project so the picture comes out with the proper aspect ratio on the XBox360 widescreen display; and also comes out looking correct on the PC?


Thanks,
T

#1
02/10/2008 (3:48 pm)
I remember outlining this a couple weeks ago. I'll look for the thread again.

John K.
#3
02/11/2008 (2:34 am)
Thanks John, that's exactly the information I was looking for.

I want the game to work like the commercial games for the XBox360: 16:9 when a widescreen is being used, otherwise 4:3.

It seems that I'll have to duplicate my scene's for the different aspect ratio's. Have I read your info correctly? Or would I alter the camera width/height/aspect ratio in the program code?


Thanks,
T
#4
02/11/2008 (11:53 am)
Definitely go with the altering the camera properties, maybe even creating a different GUISceneview derrived class (like GuiPlay and GuiPlayHD) for each resolution. The GuiSceneview class is the one that actually renders the game scene and has properties, such as Size, that can be set to 800x600 or 1280x720. You don't need to duplicate/customize the actual scene levels - unless you specifically want to change the game (or gameplay) for HD resolutions.

John K.
#5
02/13/2008 (2:49 am)
Thanks again.

I'll give it a try when I get a chance. Unfortunately it won't be until the end of next week. Once I'm done getting it working I'll post a little tutorial on the TDN site.
#6
02/23/2008 (6:39 pm)
After a bit of trial and error I managed to get a widescreen view on the XBox360 to work. I have a game project that is made to work on Windows with a 1024x768 window. To get it to display properly on the XBox360 I did the following.


In Game.cs file I added to the BeginRun() method just prior to the _gameStart = Time; line:

if (GarageGames.TorqueX.GFX.GFXDevice.IsWideScreen(
Game.Instance.Window.ClientBounds.Width,
Game.Instance.Window.ClientBounds.Height))
{
play.SetSize(new SizeF(Game.Instance.Window.ClientBounds.Width,
Game.Instance.Window.ClientBounds.Height));
}


* play is the GUISceneView object created earlier in the method
* using GarageGames.Torque.MathUtil needs to be added at the top of the file as well


If anyone knows of any problems with doing this please let me know. I'm not sure how compatible this is with running on Windows.


T