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GMS 2.3+ working with different resolutions simultaneously

tetris_mess

Member
I've seen games built with Unity and Monocode that have higher resolution game elements mixed with lower resolution graphics: Most the game art is done at a low resolution and then blown up to fill the screen, and then there are higher resolution game elements used for either visual effects, the HUD, or message boxes. I know the Draw GUI event draws at the resolution of the window or the screen.

But is there any other way to handle graphics that are the full resolution of the display surface so I can have game elements with a higher resolution layered over lower resolution graphics? I looked else where for answers and couldn't find any. So if someone has an answer for me or can direct me that way, I would really appreciate it.
 
I know the Draw GUI event draws at the resolution of the window or the screen.
This is not how Draw GUI works. You can set the GUI to any resolution you want ( display_set_gui_size() ), it is not locked to the screen resolution. Using a combination of the GUI surface and the normal game surface allows you to intermingle high resolution assets with low resolution assets, while both maintain their graphical fidelity.
 

tetris_mess

Member
Thanks for clearing that up. I suppose I can do this in whatever object I want to add to the room. I never got around to reading more about this in the documentation and I needed to confirm if this would be a way to go about doing what I wanted.
 
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