A
atxgamedesigner
Guest
Hello,
All of the games I've made up to this point have utilized the default window size.
I'm now trying to explore some full screen options to make my games more immersive.
In the current prototype I'm using, I have a rather large room 10000x10000.
My view size is 1920x1080, and the port is also 1920x1080.
In the creation code of the room, I've added:
window_set_fullscreen(true);
This creates a nice fullscreen scale of 1920x1080 on my screen, however I'd love to have the view and port size match the native size of the user's display.
I tried:
// Get the display size.
displayW = display_get_width();
displayY = display_get_height();
// Set the view to the display size.
view_wview[0] = displayW;
view_hview[0] = displayH;
// Set the port to the display size.
view_wport[0] = displayW;
view_hport[0] = displayH;
This gives me the more accurate full screen I was looking for (without up-scaling).
However, it still appears in a letterbox format - I have thin black bars on the top and bottom of the screen.
I'm running GM Studio on a Retina MacBook Pro - so there is a lot of display "real estate" to work with.
I'd love for my game to look great on anything from 1080p to 4k.
Any ideas on how I can achieve this?
I appreciate any help you can lend!
All of the games I've made up to this point have utilized the default window size.
I'm now trying to explore some full screen options to make my games more immersive.
In the current prototype I'm using, I have a rather large room 10000x10000.
My view size is 1920x1080, and the port is also 1920x1080.
In the creation code of the room, I've added:
window_set_fullscreen(true);
This creates a nice fullscreen scale of 1920x1080 on my screen, however I'd love to have the view and port size match the native size of the user's display.
I tried:
// Get the display size.
displayW = display_get_width();
displayY = display_get_height();
// Set the view to the display size.
view_wview[0] = displayW;
view_hview[0] = displayH;
// Set the port to the display size.
view_wport[0] = displayW;
view_hport[0] = displayH;
This gives me the more accurate full screen I was looking for (without up-scaling).
However, it still appears in a letterbox format - I have thin black bars on the top and bottom of the screen.
I'm running GM Studio on a Retina MacBook Pro - so there is a lot of display "real estate" to work with.
I'd love for my game to look great on anything from 1080p to 4k.
Any ideas on how I can achieve this?
I appreciate any help you can lend!