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Resolution stuff:
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Interlude is designed around a landscape 1080p screen
UI stuff is designed to naturally expand when the window is larger
For SMALLER resolutions, the game/screen/ui/everything is scaled down - The game draws things in terms of "virtual" pixel -- This ensures a virtual 1080p box (1920x1080) of virtual pixels exists to fit all of the UI
This image illustrates this - The red box represents the familiar proportions of the game - The rest of the space is used by the UI naturally growing to fill it
In portrait mode, this causes scroll speed to seem lower/column width to be thinner because the top section of the screen acts in proportion with normal, and everything below is would not normally be seen.
This is not desirable:
So I suppose we should just scale everything so that the height of the screen acts like 1080p
Portrait mode gameplay cannot be properly supported due to crushing the UI in this case, which is why I didn't do it like this originally
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