M
MagicPolygon
Guest
I've been trying to create a pause screen that actually shows the objects on the screen at the time the game was paused. Because, as most of you are aware, when you use instance_deactivate_all(), it makes everything disappear.
Therefore, I looked up a bit about surfaces, and tried to draw a surface of what appears on the screen when the pause button is pressed. However, I have this strange problem where the image does appear, but it's a close-up of the top left corner:
To create the surface, I use the below line in the key press event:
Then, in the draw event, I do this:
I have an idea of why this is happening. It's because the game's display resolution is 640 x 360, but the actual device resolution is 1920 x 1080. If I lower the resolution, the pause screen starts to cover more of the original display. But no matter what values I put in for the width and height in the key press event, I still get that zoomed-in image.
So,, what I believe I need is a way to get the resolution of the actual game window instead of the ingame view. What should I do to fix this?
Therefore, I looked up a bit about surfaces, and tried to draw a surface of what appears on the screen when the pause button is pressed. However, I have this strange problem where the image does appear, but it's a close-up of the top left corner:
To create the surface, I use the below line in the key press event:
Code:
bg = sprite_create_from_surface(application_surface,0,0,view_wport[0],view_hport[0],false,false,0,0);
Code:
draw_sprite(bg,1,camera_get_view_x(view_camera[0]),camera_get_view_y(view_camera[0]));
So,, what I believe I need is a way to get the resolution of the actual game window instead of the ingame view. What should I do to fix this?