So the end result is to have my game rendered at more than one resolution. I am not trying to use the Window object to scale--there is no performance increase like one would typically expect for a lower resolution. The correct way, as far as I can tell, is to set the 'display size' value and then zoom out (or in).
The two resolutions I'm working with are 1280x720 and 853x480. I have just a simple event set up to test going back and forth between them:
<img src="http://www.adamprack.com/scroll/event.jpg" border="0" />
This keeps the correct (close enough) aspect ratio for the non-zoomed layers. I'm not that worried about the hud--that's a simple fix. But every other layer is offset. They have different scroll rates for a parallax effect.
<img src="http://www.adamprack.com/scroll/scroll1.jpg" border="0" />
<img src="http://www.adamprack.com/scroll/scroll2.jpg" border="0" />
(I downscaled the larger image to more clearly show the large offset)
Changing the zoom rate fixed nothing, changing 'Unbounded Scrolling' changed nothing. Disabling layout binding for magiccam fixes nothing.
What do I need to do to be able to have layers stay where they're supposed to? The window object doesn't help, it doesn't actually render the game at a different resolution... it just scales the 1280x720 image. Especially unhelpful for a fullscreen game <img src="smileys/smiley17.gif" border="0" align="middle" />
I cannot post a cap, it is too large to reasonably upload.