Godot Version
v4.6.1.stable.official [14d19694e]
Question
My game’s main mechanic is glitching out of the screen (I still have no idea where to go with that but it seems like a cool concept). It will probably work fine in fullscreen because the game is in 4:3 so it’s almost guaranteed to have some border space, but I have no idea how I can implement that in windowed mode. I know OneShot has such an effect in one of the endings, but that’s not made in Godot. The only thing I can think of is actually making the game permanently fullscreen and just drawing a fake window on top but my brain is already starting to explode just thinking about this. Any better ideas?
ik u can use borderless transparent windows to let things look like theyre floating on the desktop in a sense
In your project settings, there’s a toggle called “Per Pixel Transparency”, if you tick that and enable it, you can make the background of your game transparent during runtime, which will show the desktop of the user. Couple that with borderless, and you can essentually just draw a fake window somewhere in the middle of the screen and contain your game in there until a character of yours need to leave the screen. Since your game is technically “full” screen.
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Ave Tiberius (sorry, I have a character named Tib and every time I see you, I can’t help but think of him)
That’s cool and all, but if the game’s icon is hovered above in the taskbar, won’t the whole fake window setup be shown there, all the empty space and stuff? That’s what I’m concerned about, if someone just accidentally sees that, it might spoil what’s to come
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Hah! Sounds like a great character ^^
Unfortunately I haven’t made a game like this, but that’s the best idea I had right off the bat. I can look into it a bit more though!
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Have a look at this Multiple Windows tutorial project for Godot 4.x
It seems like you could have the game run in a main window most of the time, and spawn a secondary transparent borderless window when it’s time for the character to walk away.
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Well, seeing as my character doesn’t simply walk away at certain points but more like glitches all over the screen whenever the player wants them to, I don’t think spawning a new window for every time the player might want to glitch is a good idea. The tutorial project, on the other hand, is exactly what I was looking for, thanks!
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