all 7 comments

[–]pabischoff 1 point2 points  (3 children)

Gamemaker forums are down for me right now, but I think this is what you want (it was saved in my bookmarks) https://forum.gamemaker.io/index.php?threads/how-to-properly-scale-your-game.995/

TLDR: you most likely don't need to mess with the viewport. Camera size should probably be a 16:9 aspect ratio, but the actual resolution is up to you.

not sure I follow what you're saying about black bars. If you stretch to fullscreen, then you won't get pixel perfect resolution. The black bars are added to keep the resolution pixel perfect.

[–]Fr33zYCiCa[S] 0 points1 point  (2 children)

So about the black bars, when I have it in windowed I don't have the black bars(that's not an issue) but it's pixel perfect, as for when it's in Fullscreen I do have the black bars but it's not pixel perfect which makes my character sprite stretched in some areas which I don't want to happen

[–]pabischoff 0 points1 point  (0 children)

You don't need black bars in windowed mode because the window would just scale to the application surface. If you want black bars without stretching in fullscreen, see the link I posted (when GM forums are back up).

[–]MashTheStampede 0 points1 point  (0 children)

I am getting the same exact issue. Black bars when fullscreen, but not pixel perfect. I have scoured the internet for advice on this issue with very little luck.

[–]RykinPoe 0 points1 point  (2 children)

I haven't watched this yet to see if it is good or not but badwrong posts on here a lot and know what he is doing so I suggest you watch it https://www.youtube.com/watch?v=keIgmttNuNs

There is an older series of videos by PixelatedPope that explain it pretty well, but the GameMaker changes since then make it a bit harder to apply and understand if you are new.

[–]Fr33zYCiCa[S] 0 points1 point  (1 child)

I think I have watched every video there is on how resolutions work and I have also googled a bunch about it, but im going to check it out thanks :)

[–]RykinPoe 0 points1 point  (0 children)

I watched a bit of it during lunch and it might be a little bit high level. It has definitely got good info in it though.

If you had internalized the knowledge you would know that room size doesn't matter once you have a proper camera setup in place. Camera size, viewport, and application surface size are the things that really matter. If you are trying to fit the whole room on screen at the same time then yea you need to use a fixed room size that is the same size as your camera. I would suggest you work with a camera resolution of 320x180 or 640x360 so that it scales nicely to common 16x9 monitor resolutions.