I've tested my game on several computers using metamorphium's version of wme lite and it's a pleasure to see it down-scaled on every screen (even on a small netbook).
In another hand, some small graphical glitches appear when the game is down-scaled.
1 - ENTITIES
I have the feeling that, instead of scaling the whole window to fit the screen, wme lite scales all the entities separatly.
Per exemple, let's take an entity which is 100x100px at the original resolution (1920x1080).
On a 1600x900 screen, it's going to be resized to 83,3333 x 83,3333 -> 83x83
So the resized entity will be slightly smaller as expected.
When the game is down-scaled, during animations or when you hide/show an entity, it creates a "vibration" as you can see it on the following gif:
(during this animation, every image is jpg so on every frame, the character have a small part of background all around her; instead of a transparent void)
Of course, it can be easily fixed by using transparent png instead of jpg.
So it's not a big problem.
2 - SCROLLING
When scrolling scenes are down-scaled, the scrolling becomes very fast.
I don't why or how to fix it.
My theory is maybe Scene.ScrollPixelsX uses the pixels of the screen (1600x900) instead of the pixels of the original resolution (1920x1080).
Is it possible?
3 - SUBTITLES
At their original resolution (1920x1080), my subtitles look like this:
But when downscaled to 1600x900, they look like this:
which is a little bit odd.
CONCLUSION
If I took the time to report all those things, it's because I'm wondering if they are known problems or if they come from me (scripting errors, per example).
I'm learning WME but programming is still an esoteric language to me...
Thank you for reading me!