TyranoBuilder Visual Novel Studio

TyranoBuilder Visual Novel Studio

Upper Dave Aug 21, 2015 @ 2:24pm
Tyranoscript Fullscreen Behaving Unexpectedly
The fullscreen code [screen_full] works perfectly on the preview, but when I publish it as a windows game it ignores the resolution options I've selected. No matter what I select, it will always display the true resolution of the artwork, rather than adjusting to device (either one).

Is there an alternative to this, or will I have to play it in windowed mode?
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Sora Aug 22, 2015 @ 4:04am 
This question has been answered here - https://steamcommunity.com/app/345370/discussions/0/611702631251850004/

There is currently no supported fullscreen mode, but it has been requested and the designer has been made aware of the request.
Upper Dave Aug 22, 2015 @ 1:24pm 
That's not actually what I asked, Sora. I'm using a script to get a true fullscreen mode. The thread linked to is out of date on this subject. You can now use [screen_full] to make the game switch to true fullscreen.
Sora Aug 22, 2015 @ 2:25pm 
Sorry for that Upper Dave, I was missinformed about that,

After playing around a bit I found that the problem seems to be that when you full screen rather than setting it to your monitor size it sets it to the games size, so if you have the game set to 800x600 for example, it will be that size, or if you have it as 1920x1080, then it will run as that size.

Not sure if there is a fix for this, none that I know of, probably fixable in the web version via javascript but as for the desktop/mobile applications, will either need someone to find a fix or the dev to fix the bug.
Last edited by Sora; Aug 22, 2015 @ 2:33pm
Patch Aug 26, 2015 @ 9:46pm 
I'm glad that I wasn't the only one having this problem. After trying each of the 3 different options upon exporting to a windows game they all display at what the true resolution of the art that Upper Dave described.

I hope for a solution/fix soon. :)
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Date Posted: Aug 21, 2015 @ 2:24pm
Posts: 4