I am making a platformer. Should I allow any resolution? I am designing around 16:9 aspect ratio but I feel having a super wide ratio would have an advantage? Or does it matter?
A stretched game looks automatically amateur and ugly.Ooooh, I've a question some-what related to screen size as well: I find it deriving from the experience if you have things stretched to have the screen filled, but depending on the size and shape of your screen, you could get some minor advantage/disadvantage as a result. Anyone who could give advice on what would be the better one to go for? Slightly-out-of-proportion stuff or a minor advantage/disadvantage in gameplay? Or perhaps there's a compromise?
Wrong.If you don't have any FOV or fog of war, then it can't be all that important. And if you do you automatically fixed the problem, cause your view is limited by those things before it's limited by screen-size.
Change your monitor's resolution for 4:3 one and boot the gameThis makes me wonder how Hyper Light Drifter reacts to different aspect ratios. That game has many hidden secrets. In case you haven't played it, one of them is switches that can be flipped by shooting at them. The hidden ones normally reside slightly outside normal view, and you have to take aim with a rifle so view starts lerping towards aim direction, which reveals them. Their placement seems keyed to 16:9, so other ratios would mess up the whole thing. Maybe they just throw in black bars...
Ah, simple solutions. I switched to 1024*768, so it looked a bit funny as it was attempting to render 4:3 on a 1920*1080 display, but it put black bars at the top and bottom. So it does as jackTurbo says, always draws to a specific size of app surface and blows it up maintaining the 16:9 aspect.Change your monitor's resolution for 4:3 one and boot the game