Everything below works for my screen, including the GUI functions (my screen is 2736x1824). Room Creation Code: Code: view_visible = true; view_enabled = true; // Variable used to change gui ratio and/or gui aspect ratio. if this is changed, this same variable needs to be changed in the Create event in obj_equipped_inventory_gui as well. guiAspectScaling = 0.1; camera = camera_create_view(0, 0, 20480, 15360, 0, obj_player, -1, -1, 10240, 7680); var viewmat = matrix_build_lookat(640, 240, -10, 640, 240, 0, 0, 1, 0); var projmat = matrix_build_projection_ortho(640, 480, 1.0, 32000.0); camera_set_view_mat(camera, viewmat); camera_set_proj_mat(camera, projmat); view_set_camera(0, camera); display_set_gui_size(display_get_width(), display_get_height()); display_set_gui_maximise(guiAspectScaling, guiAspectScaling, 0, 0); Just as an FYI, I use the guiAspectScaling to convert into a multiplier called guiScalingVector which is then multiplied against all object positions and sizes. For example, instead of drawing a sprite on the GUI later to (display_get_width() / 2), I draw the sprite to ((display_get_width() / 2) * guiScalingVector), which then correctly puts the drawing in the middle of the screen. The problem is that when I run my game on any other monitor with a different resolution, the game itself is still drawn fine, but the GUI is drawn incorrectly. Basically, its just the display_set_gui_size() and display_set_gui_maximise() functions that are giving me a problem. I've tried messing with resolution ratios, and I've watched Pixelated Pope's youtube tutorials on cameras, as well as Shaun Spalding, but I can't seem to get it down. What I need is some way to get the aspect ratio and correctly change the GUI so that everything still draws correctly.