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Two of favorite genres are fighting games and exploratory platformers, and almost all of them are locked in 16:9 experiences. I'd miss out on a lot of good stuff if I only played games that filled my entire screen.
Now a modern 3D game (FPS / Racing / Sim / 3rd person etc) that's lacking ultrawide 21:9 support is a whole other matter.
You're setting yourself up for constant disappointment in 2D games. Whenever you develop one the play area HAS to have a fixed maximum size in most 2D genres as it directly affects level design and the game mechanics.
I wish more people could understand something as basic as that before asking for 21:9 in every single game ever as that's just not going to happen.
Well, Sault & Sanctuary has perfect ultrawide support, to give you an example.
You can hack ultrawide into Hollow Knight which is a 2D game because it was built in Unity which a 3D engine, and that has arbitrary resolution support similar to what S&S can do. But since everything in that game was designed around a 16:9 view things can appear broken when the view is expanded. Unlike S&S, where even the HUD and UI was properly coded to fit wider ratios.
With fully 2D engines and games, expanding the view isn't as simple, and you can't hack in what's not there. What you see is really what you get. They'd have to support ultrawide from the start with a different engine, or design two different versions of the game. And that's not gonna happen.
Stuff like Terraria and Starbound do have arbitrary resolution support, but you have to know how uncommon even that is, and those started development as PC only games. They're also different in they have sprawling worlds and not discreet rooms with set height and widths for specific areas and restricted fight arenas like a Guacamelee. A game like Terraria also shows more of the world the higher resolution you choose to play it. Most 2D games do not work like that at all.
A game built specifically for PC has a better chance of having arbitrary resolution support, while 16:9 is the standard people still use 4:3, 16:10, and now 21:9 on PC and still the vast majority of 2D PC games are locked to 4:3 or 16:9. Also, multiple monitors have been a thing for a much longer time than ultrawide, but how many 2D games actually support that sort of thing? In theory it's the same as ultrawide, just expand the view if it's that simple. But it's not, which is why it only works with a few specific things, I'm sure something like Terraria does with the way its engine works. But what else?
Games like Guacamelee! which started on console where 16:9 is the one and only standard, or are multiplatform from the start like Guacamelee 2 are still going to favor that standard 99.9% of the time. It makes the most sense to design entirely around that.
The only exception to that rule that I'm aware of is S&S, and why I mentioned it as pretty much the only example. As that started on console and was ported to PC later. It's worth noting the world design in that one is also a bit more open and sprawling areas than made of smaller discrete rooms. It also had an engine already capable of expanding the viewport without much issue. Most 2D games don't work that way.
Levels, patterns, and enemy AI can all be created intelligently so that they work with variable aspect ratios. It's been done. Programmers have these things called VARIABLES. Level data can be generated dynamically. You realize that, right? There is absolutely no reason anything should be fixed especially in games programmed in the second decade of the 21st century and beyond.
It's laziness, and it's a joke. Stop defending bullcrap.
There's a hex edit available here
this worked great, thank you! if it is possible with a simple hex edit you would think the devs would have just exposed the option, or made it act this way by default..... now if only I could get rid of the fat black top bar with flashing icons.. that only seems to exist for multiplayer, which I dont intend on doing :/