>Screenshot of the text in the corner:
https://www.screencast.com/t/1tHDOwEct
Ya should have drawn the exact same text as I asked
Can't compare the artefacts of 2 different pieces of text. Obviously I wanted to compare every letter of the first image to the exact same characters when drawn at 0,0... urgh.
Well I can't see "uneven" artefacts in the "Test String" like in the H of "Hey, how's it going!". anyway, look at same characters that appear in both text and notice how they are all full and even in the 0,0 position, while more fussy in the first image.
This basically tells me you are not drawing the text on an exact (display) pixel coordinate, like drawing at 100.3,100.5 instead of 100,100 forcing the system to blur the text so it appears to be at the place you specified. like hey, code says to draw at 100.3... lets see what I would draw at 100.3 AND 101.3... blend those 2 colors (and alpha) draw that at 100... fuzzing the edges
same problem happens scaling images (the font is an image in gml). if there is an uneven scaling that would require to add or remove an uneven number of pixels to the images. if the image is 16x16 and you scale it up to 17x17, there would be one extra line that would need to be added in both direction... causing one line to be thicker...
as for varying size of the lines artefacts in the preview, possibly 40 pt for that font is not ideal try 41 or 42 or 39, 38 and see if one of these gives an even line thickness throughout.
>I set it to view_wport and view_hport which in this case is 1024 x 768
that is not really a resolution that is easy to manage when scaling with your monitor (in full screen) especially if no one runs at that resolution, most people run at 1920x1080 in full screen. You should try to use sizes that evenly scale to 1080p... even scaling options are
3840x2160 (twice the scale, 4k)
1920x1080 (no scaling, common setup)
960x540 (half scaling)
480x270 (1/4 scaling)
>I do already adjust the gui size
To what? Typically you want to call _set_gui to a known popular resolution eg, 1920x1080 so that scaling of the GUI matches evenly most displays and evey render instructions falls on a real pixel... Typically most people run at that resolution so there would be no half pixels in the coordinates...
And finally there is little to fix distortion issues in windowed mode or for people running full screen on a monitor not of the popular 1080p size.
You can tile this image
as background and see if the view scaling is adequate. you can also draw it in the gui draw, tiling it manually, to verify that you GUI is scaling evenly. scaling up (*2 for 4 k for example), all the lines should be double in width. scaling down by half some lines will be removed evenly, scaling down by half for example all the red lines could disappear... or all the white cell should shrink, depending on what lines the algorithm decides to remove.