Hey, I'm a total beginner when it comes to GM2, recently started working on a little visual novel game with the team, still learning the program slowly..
The game I'm making is gonna have a high res pixel-art kind of style,
I had a hard time understanding how I should upscale everything, it...
So above is a picture of a sprite that contains a very small font. My game is at 1920x1080 resolution and my monitor matches that as well. My problem is that when I draw this font to the screen (using the draw gui event), the font only appears clearly depending on where my mouse coords are (I am...
I've been trying to crack this problem for a while, and I haven't been able to find a solution.
I am adapting Pixelated Pope's scaling method to work with my game, and I'm stuck. Here's what I'm trying to do:
1. Determine the size of the monitor
2. Scale the application surface height...
I want my game to look as if it's full screen on all major aspect ratios for mobile, so no black bars.
I tried the fullscreen scaling tutorial here: https://www.yoyogames.com/blog/67/scaling-for-html5
But for some reason it isn't working at all?
At least I'd like the background to be full...
I'm using a fairly older version of Game Maker which does not have the GUI draw event included, or any GUI codes by that means.
My "GUI" in this case is just a drawn healthbar. My problem is that it's scaling down when there's a zoom-out.
Basically, I have two characters in a room...
This is the first time I've submitted a post in a very long time. Always try going though YoYo Games documents before making a post to assure it isn't something I can figure out.
Recently I began making an old style isometric game. I've create a couple of tile sets to do this. Within...
I'm testing a project on ios and I want to make the sprites appear bigger, but I still want to fit as much content on the screen as I currently have. I'm struggling to conceptualize or haven't really learned how the native display and gamemaker room sizes work together. My sprites and everything...
I just recently bought GMS2 and the GMS2 Mobile Module. I just read through all the documentation to set up the Android Module and was able to successfully run my first app through GameMaker! While I have published apps already to the google play store they were written in C# through the Unity...
I am desperately seeking help to scale my game, I just can't understand this stuff, nothing is working, I constantly have weird results.
I developped a Shoot' em up using 1920*1080 rooms. My computer screen is also 1920*1080. Now I want to scale it to whatever screen the player...
Im making a game (duh) . I want this game to be enjoyed by the most poeple absolutly possible. However, poeple buy a computer with a different screen size (with a different screen resolution then 1920x1024) and I dont blame them.
Heres the question:
What is the best window size / set of sizes...
Hi, I'm relatively new to GMS 2 and quickly getting the hang of GML, and I would like to know if there is any way to have a layer that's more pixelated than another. For example, an 8-bit style game with an hd HUD. If this isn't directly possible, could there be any work around to do something...
I have a theory I'm wondering if anyone passing by here can confirm or not.
My gui layer is set to the resolution of the player's monitor so as to have the highest resolution for certain graphics. Before I built that function in, I had been setting all my element's locations by static values...
I have a little problem I'm trying to solve with HTML5. I have a prototype game where the player's x axis is simply set to the location of the x axis of the mouse as follows in a step event:
x = mouse_x;
That all works fine on both desktop and HTML5 until I scale my game. I'm using...
It seems like a simple problem, but I just can't figure it out. When I increase the scale of an object it usually works fine.
The code is as simple as
if (grow == true)
image_xscale += .008;
image_yscale += .008;
Whenever grow is false, it should stop...
Hello, I am having trouble scaling my gui.
so I have the automatic drawing of the application surface turned off,
and am drawing the game surface manually and scaling it myself.
for testing purposes i'm letting my game run in its native resolution ( no scaling )
and am centering it in the...
I'm having a little bit of a coordinate problem.
I'm trying to use a 'heat map' to direct my unit objects. Head for hot sectors, avoid cold ones. It's not really working. They always head for the top left corner. I believe this is a scaling problem, but I don't know what to try next...
I'm currently trying to make a "save thumbnail", and for that i'm taking a screenshot when saving with screen_save("save.png") and adding it using sprite_add_ext().
Here's the problem:
I want the thumbnail to be a certain size, of a 16:9 ratio. I can scale the image by multiplier, but...
GM Version: 2+
Target Platform: ALL
Download: Github | Pastebin | Marketplace
Links: ( These are the resources mentioned in the tutorial )
Scaling for Devices
Text Fit Box
The meat and potatoes of this tutorial talks about positioning things onto the screen using two...
I'm designing my current project to a 1080p standard. However, some of my assets ideally need to be above 2K to give some flexibility for zooming/panning. This is all fine and good on my PC when running with texture pages set to 4096x4096, but some of my low-end test devices struggle with this...