L
Lu9
Guest
So, in my game I have a custom window border where the game surface (
And everything looked fine, until probably GM Studio 2.3 came around and something wasn't right with anything related to alpha/opacity, even in the sequence editor as I first tested a while ago.
But right now I'm just trying to get a very simple fade effect to work, but while the alpha decreases the screen shows what seems like artifacts of scaling the game surface to the full window size (The "ghost" sprites definitely seem stretched)
here you can sort of see the problem. on the corners you see a bit of green - that's part of the border.
Here the game is in 1x window size, making the artifact more pronounced - in bigger sizes like 4x though, it is less noticeable but still there.
In full screen mode, which disables the border entirely, it functions normally without issues, so I'm fairly convinced something changed in the way surfaces and GUI stuff deal with transparency.
Any idea of what might be happening?
For better understanding, here's basically what I have going on in a persistent object's Draw GUI event:
And all that the object doing the fade effect is doing is decreasing and increasing its
application_surface
) is put inside.And everything looked fine, until probably GM Studio 2.3 came around and something wasn't right with anything related to alpha/opacity, even in the sequence editor as I first tested a while ago.
But right now I'm just trying to get a very simple fade effect to work, but while the alpha decreases the screen shows what seems like artifacts of scaling the game surface to the full window size (The "ghost" sprites definitely seem stretched)
here you can sort of see the problem. on the corners you see a bit of green - that's part of the border.
Here the game is in 1x window size, making the artifact more pronounced - in bigger sizes like 4x though, it is less noticeable but still there.
In full screen mode, which disables the border entirely, it functions normally without issues, so I'm fairly convinced something changed in the way surfaces and GUI stuff deal with transparency.
Any idea of what might be happening?
For better understanding, here's basically what I have going on in a persistent object's Draw GUI event:
GML:
//if any of these 2 functions function differently in GMS2.3 or anything else
//i should know about them please tell me
display_set_gui_size(-1, -1);
display_set_gui_maximise(1, 1, 0, 0);
//now here goes a lot of switch statements just deciding where (and the scale)
//that it should draw the surface depending on the setting
//but it all boils down to the function below
draw_surface(application_surface,4,20)
//when scaling is needed the ext version is used
draw_surface_ext(application_surface,4,20,2,2,0,c_white,1)
image_alpha