pixel perfect

  1. S

    3D Sprite's Pixels Warping In 3D

    I have been working on displaying sprites in 3D in game maker studio 2. The problem I am having is that my pixel arts sprites are scaling strangely when in d3d. Specifically, the square pixels that make up the sprite are squashing and stretching when zooming in, out, and moving around the 2D...
  2. KyleRansford

    GMS 2 Game Not Scaling Correctly When in Fullscreen

    I have a game where it's camera size is 640x360 and the viewport is 1280x720 and when the game is run in Windowed Mode, it displays fine (no pixel distortion). But, when I set it to full screen, (using a 1080p monitor) the pixels get stretched (even though it shows black bars and I have it set...
  3. F

    Can you make a world tile map from a single image and still use proper pixel collision?

    I have read and watched a lot on this topic, rebuilt the map and navigation system twice, and just want to know if the following is possible. I have a large water and land map designed in GIMP and would like to use it as the full backdrop. The game has minimal objects at this level, so I'm...
  4. X

    GMS 2 [SOLVED] pixel-perfect elevator

    Hi, thank you for taking some time to look at my thread. I'm making a 2D platformer and am having a problem which, as narrowly as I can identify, is related to my vertical collisions. The problem, I think, is this: When I have my character use a vertical (player-controlled) elevator, the...
  5. flyinian

    concerns/worries of pixel perfect work (60 x 60)

    so, as i am creating this post, I realized that I made an error. Luckily, it's very early in my game's development. I was creating my pixel art 60 x 60 thinking all is good because 60 goes into 1920 and 1080 evenly but, I don't believe this is how pixels/resolutions/aspect ratios (work or do...
  6. Mythi.T

    GMS 2 Window size changing

    I want to have my game go from full screen to not full-screen and keep the resolution and pixel perfect stuff the same My idea was: When the window goes to fullscreen, the viewport would also be set to the size of the window, and the camera of that viewport would be set the the size of the...
  7. Joe Ellis

    2D Destructible Terrain Starter Kit

    I've been making a destructible terrain engine and am planning on releasing on the marketplace soon for around $5. Features: Per pixel destructible world Per pixel precise collision Random\procedural terrain generation with multiple options for smoothness, altitude, grass length, slope...
  8. S

    Legacy GM Pixel Perfect by RangerX transparency issue

    Hello, I had interpolation issues upon fullscreen toggling and used the Pixel Perfect method posted by RangerX to fix this. It works well and looks great, however some aspects of the game are drawing strangely: The left is without Pixel Perfect. The right is with Pixel Perfect. The issue in...
  9. A

    GMS 2 SOLVED: Infuriating Scaling Issue

    I am struggling with the oddest thing. I NEVER had this issue until GMS2. I have absolutely no idea how to fix it and it is very disheartening. Any help would be appreciated. Anyway, my tiles are 32x32. My camera is set to 416x256. My viewport is set to 416x256. This effectively creates a...
  10. Anomaly

    GMS 2 Implementing Pixel Perfect Collision Code After The Fact

    Warning: Long Read... ...So I'm I a bit of a corrundrum... One that has my usual DAILY coding/creation pattern completely stagnated! I do not want to let this bring me to "burn out" on my project, as I see many people do... And as I've had happen on other projects in my past (though I've many...
  11. CardinalCoder64

    GML Pixel-Perfect Object-based Collision

    GM Version: All Target Platform: All Downloads: (Towards bottom of post) Summary: This post is for anyone who needs help with collision checking when it comes to pixel- and subpixel-perfect accuracy. This isn't grid collision but I feel it is a more efficient way of implementing object-based...
  12. A

    Legacy GM Pixel Perfect GUI?

    My game runs at a resolution of 384x216, but is obviously upscaled to higher resolutions. Fortunately, all the logic and normal drawing is pixel perfect, as I stretch the canvas in the post draw. I resize my GUI to be 384x216, and while that draws sprites properly, it allows for subpixel...
  13. G

    [SOLVED] Pixel-perfect tilemap collision throws error. Not sure how to fix.

    Disclaimer: this is my first post on the forums here, so I can't provide a link to the tutorial I was following. So, I'm working on a top-down RPG, and found an excellent tutorial on pixel-perfect tilemap collisions. It works flawlessly when colliding with objects, but when the player object...
  14. T

    Portrait browser scaling problems

    I am having troubles with pixel perfect scaling. if(os_type == os_windows){ ideal_width = 0; ideal_height = 960; start_b_width = browser_width; start_b_height = browser_height; aspect_ratio = browser_width/ browser_height; ideal_width = round(ideal_height / aspect_ratio); if(ideal_width &...
  15. S

    Graphics not as sharp as expected

    Hey guys, after making some animations and tiles I tested them out in my game. Only I found that they looked weird, they do not appear as sharp as I expected. I'm not talking about really blurry and distorted stuff, just not as sharp as I want them to. To my knowledge I am using the right aspect...
  16. Shadowblitz16

    Legacy GM effect slightly desynced with player

    can someone help me out? I went and created a top level parent called "Object" to handle my pixel perfect positions however in my "Effect" object it seems that in some spots the positional variables from the "obj_thrust" effect seems to get desynced with the positional variables in my player...
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