Hi all.
I've been playing around with the application surface recently and, while doing so, tried to code a gradient that acts as the sky for a day and night cycle.
While I originally used a half sphere model for the sky, I figured that it could be more interesting to draw a gradient...
So I've been making a pretty simple game, but on some devices, it lags from 60fps to around 45. I'm not new to Gamemaker lag, I've worked with delta_time before, but I'd rather try to find the core problem here, instead of hiding it.
Each room is 10000px square, with <100 objects, half of which...
Hi,
I have a screen object which is handling how the game appears on the display.
In the create event I have:
window_set_fullscreen(true);
application_surface_draw_enable(false);
texture_set_interpolation(false);
display_reset(0,true);
And in the draw gui begin event...
does this code work only when handlin the appsurface manually?
room_set_view(i, 0, true, 0, 0, v_width, v_height, 0, 0, v_width, v_height, 0, 0, 0, 0, -1);
room_set_view_enabled(i, true);
i am using it without handling the appsurface and it doesnt do anything.
the reason im not...
I'm creating a pause menu that snapshots the game window and then draws it to a gui layer that has a fixed size of 1920x1080. I have no issues placing objects on this gui layer, but my issue comes in when I run the screen_save function. This function captures the entire game window, which is...
Hello, I'm just looking for any information, tips or tricks when using view_surface_id. I've gone through the documentation but can't seem to get any result other than a black screen.
What I am trying to do with this function and what the documentation seems to imply you can do is draw sprites...
Hello, so this is a particularly specific problem but I will do my best to explain. Essentially, my project uses 3D vertices to draw sprites to the screen at different depths. Currently I am using a simple 2D normal map shader to light the sprites drawn to the screen in 3D. Each sprite has a...
So I updated to latest runtime, and my scaling script is now not working correctly. On previous runtime(s) it would scale fine, but on 2.0.7.110 it appears to not correctly scale the application surface.
The debugger states the application surface has been resized, but it doesn't appear to...
hey, im making the view settings in the room editors, and assign it to an object view that graduately moves towards the player. Of course, half pixels dont exist, so the camera movement does not appear smooth. Is there any way i can make it smooth? I'm upscaling the view with PixelatedPope's...
Hi everyone, I've read all the Tech Blogs about screen resolutions and implemented the necessary code for aspect ratio correction but have an issue with the application surface size.
The application surface is bigger on a Samsung Galaxy Tab 2 with 1024 x 600 resolution than it is on a Google...
Hello!
I'm having a slight issue: I have a game that is 960x540 in size and a screen that is 1920x1080 (so double the size in both directions):
When going into fullscreen (without my shader) everything works flawlessly and the application_surface will become stretched and adjust to the screen...
It appears the Global Game Setting for the game to keep its aspect ratio is ignored when the application_surface is disabled. So it stretches either way. But I need the application_surface disabled to help Android performance.
According to the FAQ...
Hi everyone,
I've been trying to get my game to run faster on Android so I've disabled the application surface but this appears to have no effect.
Global Game Settings.> Android:
Interpolate between pixels (true)
16 bit (true)
Keep aspect ratio (true)
application_surface_enable(false) in...
Instead of executing the object on the application surface I want to execute the object on my selfmade surface.
So this function for example point_in_rectangle(px, py, x1, y1, x2, y2); who checks for the x1,x2 ect...
I want it to search for coördinates inside the selfmade surface instead of the...
Hi, I have a problem applying a shader on my game
I have a perfect working shader right now, but I have to use it on the whole screen
I used an object to apply the shader
in the creation code:
///disable application surface
application_surface_draw_enable(false);
in the draw gui end:
///draw...
HI, I've done a shader to change the pixels in the game
unfortunatly using the creation event to disable the application surface
///disable application surface
application_surface_draw_enable(false);
and using the draw gui end to set the shader on the application surface, to apply the shader...
Hey guys, I want to know what these terms mean. Currently I'm trying to design the size of my game but I'm kinda confused with the documentation. I understand about Aspect Ratio and based on what I read, to make your game suitable for many devices you'd need to use the Full Scale option in the...
Hey everyone!
I'm new here (First post, woo!), so I may not be too great at formatting...
Anyways, I realized I had a problem with surfaces when I tried to implement a day & night cycle in my game when I was following this tutorial. (I'm not that big of a noob to development, just surfaces...