scaling

  1. A

    Legacy GM Scaling for mobile devices

    Hello everyone, i've read this official tutorial by YoyoGames on scaling for devices, but i think i'm doing something very wrong using this code which i modified for my project (just base_h and base_h) :- var base_w = 720; var base_h = 1280; var max_w = display_get_width(); var max_h =...
  2. J

    scaling issues to screen resolution

    Hi all, I'm trying to get my game to scale proportionately to the screen resolution of the desktop. However, I'm struggling to find anything that actually works. I remember back with GM8 the window would scale and work fluently, but I can't get anything to work at the moment. Any help would be...
  3. L

    Windows Gui Scaling Help

    How could i scale the gui layer surface? if my monitor resolution is 1920x1080 and my gui sprite is only about 100x100 it will show up really small, so how could i scale the surface of the gui layer? to be 2x as big and etc. ?
  4. L

    Android Scaling

    Is there anyway to display the game at its native resolution without stretching on phone? ( game maker automatically stretches/scales your game to take up the screen ) Similarly to how Gui layers work? My games resolution is 288x512. my phone is 720x1280. this leaves a lot of emptiness that...
  5. Pixelated_Pope

    Scaling, Resolution, and Aspect Ratio Management for GMS1 & GMS2

    [GM Version: GM:S v1.4.1757 and GMS2! Target Platform: Desktop / Mobile (And HTML5! ...but you'll need to put a bit more work into it) Download: Example File Google Drive Mirror Summary: A Multi Part tutorial series dealing with handling aspect ratios and pixel art scaling...
  6. P

    [SOLVED] Scaling problem

    Hey guys! In my engine, for some reason, switching to fullscreen mode is also affecting my game's scanlines. I'll explain it below, but first let me show what I have coded so far: //DRAW GUI //Draw scanlines draw_set_colour(c_black); for (var i=0;i<window_get_width();i+=2)...
  7. M

    Legacy GM [Solved] GUI/View scaling interference

    Alright, here's the problem. I like pixel art, and I wish to make a top-down pixel art styled game. However, I would like the GUI and User Interfaces to remain 1920x1080 (high-res). I have a room, which is set up to be 5,000 x 5,000 (it's a map, basically). I have enabled View 0, and it is set...
  8. 2

    Zooming Game, Should I Use d3d?

    Which is easier to do a 2.5d Space Harrier like game in 2d, or to use d3d and have each sprite be a flat polygon, and handle zooming just by moving forward?
  9. A

    Legacy GM SOLVED: Sprite Scaling & Aspect Ratio Problem

    Hey everyone, I'm having a bit of a problem here. My sprites don't scale properly and this creates a very ugly look. Look at the character encapsulated in the white square. So I've looked at a whole bunch of threads, including this one. But none of them have helped me solve my problem so...
  10. R

    Scaling quality problem

    I want my character in the game to grow in size when doing something. The problem with this is that obviously the bigger it gets the lower quality the character looks. I'm using this simple code right now for the scaling: image_xscale += 0.01 image_yscale += 0.01 The thing is.. I have small...
  11. E

    Legacy GM SOLVED view_wview and hview are wrong on different resolutions

    Hello good people of the forum, I have an interesting problem that I've been trying to fix for a while now and I think I'm going to lose my mind. Basically, the problem is with scaling. I've read every tutorial and article on the subject, and none of them helped me. The problem is this: My...
  12. S

    Legacy GM Problems with view scaling

    I've looked in a handful of places for how to scale pixel art perfectly a la Hyper Light Drifter, as in, while retaining a low resolution, scaling the pixels up without inconsistent pixel widths, and quantizing the use of pixels on screen so that there are no in-between pixel movements. Just...
  13. D

    I'm trying to scale my game but...

    For the past couple of days I've been struggling quite a bit to scale my game to devices. I am using the full scale method that's described in the tech blog (Scaling For Devices: Part 2) but the port size of the rooms will not change. I pretty much copied the code from the blog and put it into...
  14. D

    Legacy GM Need help with keeping objects consistent with room size

    I am currently working on a puzzle game and I need to resize the room size so I can scale on devices correctly. I want to make sure that all the objects in the room stay in the middle of the room, but when I change the room height, it only adds space to the bottom of the room, making all the...
  15. T

    Android Sony Xperia Z2 Scaling

    Hi there! For the game I am currently working on I use my Sony Xperia Z2 as Debug device. As some of you might know the screen is 1920x1080, so it's a normal 16:9 ratio. But the Xperia line (and I think the Nexus too) has a feature that is bugging me while debugging (pun not intended). Unlike...
  16. RangerX

    How to properly scale your game!

    This tutorial is for Game Maker Studio 1.4 and up. While made for the Windows target, the logic applies in general for all platforms GM Version: 1.4, but should apply to all version Target Platform: Window, but generally applicable to other platforms Links: see links below for example...
  17. S

    Smooth scaling and transparency while zooming

    My game has a zoom function. There is a man in a spaceship, we can see the interior of the room room from side on as the outside is totally transparent. When I zoom out I want the outside of the spaceship to become gradually less transparent and the window sprite to shrink to give the illusion...
  18. L

    Asset - Scripts Edge Display Scaler - Kiss Letterboxing Goodbye!

    Edge Display Scaler (Edge DS) Marketplace: https://marketplace.yoyogames.com/assets/1257/display-scaler-edge-engine Primary Category: Scripts Price: $1.99 Modules: Any Support: http://www.thinkboxly.com/p/contact.html Demo: Description: 'Responsive design.' It's a nice buzzword, and in today's...
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