
- Momodora reverie under the moonlight fullscreen how to#
- Momodora reverie under the moonlight fullscreen code#
Subscribe to RSSĪnd as for backgrounds just go into the control nodes section and add a textureRect at the very top of the scene tree and set the texture to your background or you can mess with paralex backgrounds.
Momodora reverie under the moonlight fullscreen code#
And the z index can be changed via code and in addition to that a control nodes z index effect children. You can just use Z indexing for that every node has one and in addition to that theirs things like Y sort. They are almost like a quick and dirty viewport. As mentioned in this tutorialyou can set the render order on the entire canvas layer, placing your ui in front at all times. X570 windows 7 usbĬanvasLayers are something you shouldn't avoid learning. Why are you using a canvas layer? In all my time with Godot I have never used a canvas layer. I understand what your trying to do but I have never done it, but my game is going to need it so I'll have to try. Yah but that can make some things like health bars be half off and half on screen. The game will be automatically keeping up the game world's scale with the resolution and the window size. Learn Godot > Tutorial 1 - Settings up for pixel art Set "mode" to "2d" and "aspect" to "keep". You don't have to use a script to scale around in order to keep up with the game resulotion when it's changed.
Momodora reverie under the moonlight fullscreen how to#
I have no idea how to resize the HUD to match the new size. I tried several things, but nothing worked. In the script itself it is already warned that: "Nodes inside a CanvasLayer won't be scaled, it has to be done manually. The script works very well, everything was perfect on different phones but my HUD inside a CanvasLayer doesn't resize. I used the script because it was the only thing that had a good result, resizing the game and maintaining its proportion. The problem is that I used a script to resize the game to various resolutions, without black bars or distortions, it basically uses Zoom from Camera2D.
