I’ve written a Glulx game that has images for every location. Unfortunately, the bloke that I’m writing it for had already contracted someone else to do the images and didn’t give any thought to the platforms that it would be deployed to. The original images are 1024 x 768 (or sometimes smaller). That’s a ratio of 4:3. As most computer screens are the same ratio (or wider), this means that the image takes up the entire screen and there’s no room left for the text. Also, the file sizes are quite large.
As a result, I’ve cropped and scaled the images to 320 x 240, optimised the colours and reduced the file sizes to an acceptable size. These look pretty good when using your interpreter in a small window, but my “client” wants them bigger. If I make them bigger, they get truncated if using a narrow window, which you need to do for text readability (unless using a giant-sized font). No matter what I do, I can’t win.
I’ve tried the 320 x 240 graphics on a mobile phone and the game is unplayable, as the graphics and keyboard take up the entire screen and there’s no room left for the text. (My game has lots of text.)
So, after that long lead-in, here’s the question. Is it possible to define your graphics window in a Glulx game in such a way that the graphics scale to fit within the space provided for the window and still maintain the aspect ratio?
I don’t think I’ve ever seen any examples of this. If there are any, perhaps you could point them out to me.