jobjorgos
Member
Helloa
I designed a user interface for my game and it worked perfect when running in full screen mode, but now when I launch the game in switched screen, the interface is very strange like it is zoomed in.
The size of all rooms in the game are 1024x768.
i tested the game in both 1920x1080 as 1024x768 screen resolution on my laptop, and they had both the same result: everthing looks perfect in full screen, but in switched screen the user interface is too big and zoomed in.
Anything I could do?
I use draw GUE:
I designed a user interface for my game and it worked perfect when running in full screen mode, but now when I launch the game in switched screen, the interface is very strange like it is zoomed in.
The size of all rooms in the game are 1024x768.
i tested the game in both 1920x1080 as 1024x768 screen resolution on my laptop, and they had both the same result: everthing looks perfect in full screen, but in switched screen the user interface is too big and zoomed in.
Anything I could do?
I use draw GUE:
Code:
//player ->
draw_sprite_ext(spr_port1,0,21,25,image_xscale*2.0,image_yscale*2.0,image_angle,c_white,image_alpha);
draw_sprite_ext(spr_bar1,0,99,36,image_xscale*2.0,image_yscale*2.0,image_angle,c_white,image_alpha);
draw_text(166,34,global.name);
draw_sprite_ext(spr_bar2,0,99,64,image_xscale*2.0,image_yscale*2.0,image_angle,c_white,image_alpha);
draw_sprite_ext(spr_hp,0,101,67,global.hp/global.maxhp*2,image_yscale*2.0,image_angle,c_white,image_alpha);
draw_sprite_ext(spr_mini_hp,0,101,66,image_xscale*0.9,image_yscale*0.9,image_angle,c_white,image_alpha);
draw_sprite_ext(spr_bar3,0,79,89,image_xscale*2.0,image_yscale*2.0,image_angle,c_white,image_alpha);
draw_text_transformed(100, 90, global.level, 1.0, 1.0, image_angle);
// <-
//enemys ->
//Crixar level 9
if global.enemyframe==21{
draw_sprite_ext(spr_port23,0,1561,25,image_xscale*2.0,image_yscale*2.0,image_angle,c_white,image_alpha);
draw_sprite_ext(spr_bar1,0,1639,36,image_xscale*2.0,image_yscale*2.0,image_angle,c_white,image_alpha);
draw_text(1728,34,global.enemyname21);
draw_sprite_ext(spr_bar2,0,1639,64,image_xscale*2.0,image_yscale*2.0,image_angle,c_white,image_alpha);
draw_sprite_ext(spr_hp,0,1641,67,global.enemyhp21/global.enemymaxhp21*2,image_yscale*2.0,image_angle,c_white,image_alpha);
draw_sprite_ext(spr_mini_hp,0,1641,66,image_xscale*0.9,image_yscale*0.9,image_angle,c_white,image_alpha);
draw_sprite_ext(spr_mini_boss,0,1593,23,image_xscale*1.0,image_yscale*1.0,image_angle,c_white,image_alpha);
draw_sprite_ext(spr_bar3,0,1619,89,image_xscale*2.0,image_yscale*2.0,image_angle,c_white,image_alpha);
draw_text_transformed(1640, 90, global.enemylevel21, 1.0, 1.0, image_angle);
if global.showenemyhp21=true{
if global.enemyhp21 <=0{
draw_text(1736,66,'DEAD');
}else{
draw_text(1692,66,"HP: "+string(global.enemyhp21)+"/"+string(global.enemymaxhp21));
}
}
}
//and the code continues here with like 1000 more rows
Last edited: