scaling

  1. KyleRansford

    GMS 2.3+ Slight Pixel Distortion When in Fullscreen

    I have a game with a resolution of 416x240 and scales to 1248x720 and when in fullscreen there a slight pixel distortion, but not when in windowed mode. I have the Keep Aspect Ratio checked in GameMaker. When in fullscreen, it does show thin black bars. My laptop resolution is 1920x1080. But the...
  2. Japster

    Hoping for some advice please guys! - Regarding 'Slay The Spire' style curved pointer path?

    Hi guys! I am having a NIGHTMARE of an issue, trying to work out a dynamically- changing path (my chosen method for this solution, as the marker/path animates, but tbh, I no longer care about animating the damn thing!) - if anyone knows an easier method, I'm all ears! I even seemed to finally...
  3. T

    GMS 2.3+ Maintaining resolution sprite 'size' in larger resolutions

    Hi all, Context: I have a blank project that only initializes a camera to follow an object. No surface resizing, no scaling or setting of views in code. My sprites are created at a base of 16x16px. My native resolution is 640x360. My viewport[0] is 1280x720 The ideal sprite size in appearance...
  4. R

    Draw GUI scaling

    Hi all, I have experienced a number of issues when it comes to drawing graphics to the HUD. The current issue I am facing is a simple sprite scaling issue. For example when I collect a gem I would like my HUD gem to scale up slightly and then back down. I seem to be having problems with it. Am I...
  5. C

    SOLVED Scaling a (NEW) sprite to screen size

    Hi, so what I'm trying to do is make a new sprite in the game from the player's choice, and that works fine but the issue I'm having is when i set the sprite using some code to the object the size the object appears changes and I thought the size would automatically scale to the object's size...
  6. M

    Legacy GM Ports (view_wport and view_hport) are broken, don't affect aspect ratio or resolution at all

    So as my title suggests I'm experiencing issues with view_wport and view_hport which I have never experienced before. I've used GMS 1.X for a few thousand hours across the last years and when writing a framework for handling scaling today I found this issue. For performance reasons I've...
  7. Plubu

    GMS 2.3+ Pixel Sprites Scaling issues that happen in full screen

    Hello everyone, hope you're all safe, Now I have an interesting problem with pixels sprites scaling weirdly, causing pixel distortion and all of that you probably know about. I've seen PixelatedPope's videos about resoultion and scaling, but they were in GMS 1, tried it, changed the codes to...
  8. JugglyJuggle

    Problems with Pixelated Pope Resolution / Camera Tutorials.

    Hi everyone! I've been trying to implement Pixelated Pope tutorials on scaling in an Android Game I'm working on, after a couple of weeks I'm asking here on the forums, because I'm starting to think I've messed up the code, or I may have not understood what the code was meant to do. I created a...
  9. jobjorgos

    GMS 2.3+ Will graphics be pixel perfect scaled, if an image gets scaled DOWN by an integer?

    I know that scaling graphics up in a game should always be done by multiplying it with an integer number such as 2 and not a number such as 1.43 or 2.5 to keep the quality. But now I wonder, how does this work when scaling graphics DOWN by an integer? I have a 1920x1080 room background that I...
  10. F

    3D (Solved) View sizes and ports in 3D

    Hi Everyone! Apologies if this is a stupidly obvious question, it's been a while since I have worked with views, so I could be missing something! I'm currently working on a 3D game to submit to the LoRez game jam, and was hoping to be able to reduce the view size to 64x64 in order to fit...
  11. V

    HTML5 HTML5 scales beautifully on desktop browsers, but the resolution is completely wrong (3-4x too small) in iOS and Android browsers!

    Hi all, I've been following the tech blog article on HTML5 scaling, and to my delight, it has worked great for my HTML5 game. However, it only seems to work on desktop browsers. When I try to test the game on my iPhone 7 iOS (12?) Safari or my partner's Samsung S9 with Chrome, the game...
  12. Fluury

    Get size of "scaled" view / How to achieve pixel perfect scaling with free window scaling

    Heya. Following Issue: Similar to Nuclear Throne I'd like to allow the player to freely resize the window to their liking while keeping the area within the window the same - this means we get Black Bars. These are fine, what however isn't fine is the game's sprites getting all crusty...
  13. Cupid Stunt

    GML Is there automatic scaling?

    Before I get to reinventing the wheel I want to be sure that there is not an automatic scaling system for users resizing game or browser windows. The games that I'm currently working on should have their elements stay in the same relative position and all remain visible as the window's size is...
  14. Carloskhard

    GML Change resolution of VM while testing

    So I wanted to test my android game in different resolutions and see how my system for scaling works, however when I was testing I saw that changing the size of the emulation window doesn't change "display_get_...", while doing this in another new proyect it works(It changes the display size). I...
  15. Rizlad

    16:9 scaler script

    So I created this script to scale a game with 16:9 ratio. Basically it scales to edge for width then puts it to a 16:9 ratio via a surface scale. Works, I just thought I'd share for anyone interested and see if there's any additions or alterations anyone may have to suggest.
  16. Mehdi

    Android Scaling For God's Sake!!!

    Hello fellow game makers, I have read through all articles and posts related to proper scaling for different devices so far. But nothing seems to work. I want to disable application surface (or at least disable its drawing) to gain some fps. Also I want to have letterboxing (black bars) around...
  17. Warspite2

    GML Objects decrease in scale based on y position

    I am working on a concept where I want to randomly place trees based on room width and height. So what I am trying to do is decrease the scale of the trees that are placed higher up to give the scene more depth. Bascially I am wanting to scale the trees based on their y position, towards the...
  18. X

    Question - IDE How to make the size of windows in GMS2 room editor constant ?

    Hello ! I am new to Game Maker. I'm using GMS2 , and one of the problems I realized is that, by zooming the room editor out, all of the windows get smaller too. This causes a big quality loss and makes a lot of text unreadable. I posted two images : Normal zoom ( Normal.png ) and zoomed out (...
  19. Ricardo

    Windows multi-monitor fullscreen issue

    Hi there! I have two monitors. Monitor #1 is ultrawide (2560x1080), whereas monitor #2 is a regular 1920x1080. If I try to maximize my game on monitor #1, everything works as expected. However, if I move the game window to monitor #2 and maximize it (window_set_fullscreen(true)), the game...
  20. JeanSwamp

    GMS 2 Support 720p and 1080p in GMS2

    Hello Game Makers! I've been reading a lot and found a few methods and tutorials on how to support multiple resolutions in GameMaker. Sadly most of them are aimed to GMS1. With the new cameras in GMS2 most of the stuff is outdated and I wonder how do you guys give support to 720p for a pixel...
Top