U
UrbanM
Guest
I'm developing a retro RPG in GameMaker that uses pixel graphics.
The game was designed to have an aspect ratio of 4:3 with a small number of pixels to match the classic style.
The result was a display area that is 448px wide and 336px high.
What I hadn't accounted for was the sheer variety of screen sizes and resolutions available.
The default settings displays the game at it's maximum scale, which is either x1, x2, x3 up to x8.
My problem is, is that the variety of displays available mean that on some displays, the game can be too small.
Displays of 1920x1080 automatically get x3 (1344x1008)
Which is the intended size.
Displays of 1280x1024, or many types of Laptop automatically get x2 (896x672)
Which is too small to enjoy the full experience.
My question is:
The game was designed to have an aspect ratio of 4:3 with a small number of pixels to match the classic style.
The result was a display area that is 448px wide and 336px high.
What I hadn't accounted for was the sheer variety of screen sizes and resolutions available.
The default settings displays the game at it's maximum scale, which is either x1, x2, x3 up to x8.
My problem is, is that the variety of displays available mean that on some displays, the game can be too small.
Displays of 1920x1080 automatically get x3 (1344x1008)
Which is the intended size.
Displays of 1280x1024, or many types of Laptop automatically get x2 (896x672)
Which is too small to enjoy the full experience.
My question is:
- Games like Undertale, Starbound and FTL: Faster than Light scale to full screen while still being pixels, how to they do it?
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