Small questions about scaling and sprites



Hey, I'm a total beginner when it comes to GM2, recently started working on a little visual novel game with the team, still learning the program slowly..

The game I'm making is gonna have a high res pixel-art kind of style,

I had a hard time understanding how I should upscale everything, it was a bit confusing
trying to understands views,room size, camera, game surface..
(The game doesn't have a camera following a player, just a scene and text)

Here is some info leading to the question:
1) "Keep aspect ratio" is on.

2) The background sprites are made in 768 x 432 (I kept in mind that I want it to scale to 16:9 aspect ratio
resolutions without black borders)

3)The room size, which without views active- I understand is just the windowed game size, is set to
twice as the sprite size: 1536 x 864. (also 16:9 res)

The way I chose to handle the up-scaling while avoiding messing with views and cameras was to scale the sprite inside the room editor to "ScaleX = 2, ScaleY = 2" which is a perfect fit since the room size is twice as the sprite size.

My questions are:
1***Is the way I'm handling this the easiest for my purposes?

2***Is this method of up-scaling inside the room editor gonna lead to known problems in the future?

3***My room size and my sprites are EXACTLY the same, how come the grid won't let me perfectly fill the room
with my sprite?
(I'll add a picture for this one)
EDIT: Managed to drag it back onto the grid with Ctrl while dragging, so Ignore question 3. :)

Thank you so much in advance! hopefully I didn't make too much of a mess right away


Last edited by a moderator:


Did I post this in the wrong place or.... people just don't reply


Its not the right way to scale up a game in my opinions.
You're meant to actually scale the application surface itself and use at least a view.

Also, this goes in programming. You can report your own post and you ask the mods to move the thread.


Guess I'm allowed to bump now that my last msg was from 48 hours ago