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[Q} GMS - How do we make a 64x64 screen?

A topic by Rexyislive created Aug 01, 2019 Views: 670 Replies: 11
Viewing posts 1 to 4

Anyone know how we can accurately get the right resolution in Game Maker Studio (GM1.4)?

(+2)

Set your view and viewport to 64x64.

I have tried that, but it ends up making the window squished horizontally, as if the window controls are in the way.

(1 edit)

it's literally just that

windows limitations, sorry, you'll get this no matter the engine, 96x64 is the minimum Windows window size.

Submitted(+1)

I'm on GMS2, however, the way I have it set up is as follows;

  • Room - 64 x 64 px
  • Camera 64 x 64 px
  • Viewport 512 x 512 px

This way your room is physically 64x64 px, the view of that room matches the size directly, then it's scaled up to 8 times the size.

Hopefully that helps.

Do you happen to know what the GMS 1.4 equivalent for Camera would be? 

Submitted

Unfortunately I don't. I jumped onto Gamemaker in GMS2 so I'm not familiar with the 1.4 build.

I know the camera works by 'viewing' a set area. The viewport itself in GMS2 is the window you actually see. So perhaps there's a way to program in a view of a set area and get that sent to the viewport? Sorry I can't be more help.

Alrighty, thanks though for the thoughts.

Submitted

Hey, just checking how this setup looks for you with images in motion, because I originally did exactly the same setup with the room and camera at 64x64, but with the viewport at 512x512 and it actually didn't result in a true 64x64 effect.

For example, at the start of my game I have an image scaled x2, and I "Zoom out" by reducing the scale to 1. The zoom out was completely smooth, without the visual distortion you get when you're working with such a small number of pixels. It was as though the image was much higher quality but drawn to look pixelated.

Then I changed the viewport to 64x64 and used "window_set_size()" to set it at 512 x 512 and it resulted in a larger window with a true 64 x 64 screen. Not sure whether this is some strange quirk from how I've done other things in the game, but that ended up making it look a bit more authentic!

Submitted

To be honest I haven't done any movement based work by using that method yet. I've been mocking up menus etc. with it.

I'll report back tomorrow when I start doing with the artwork and start building he project. I'll definitely keep your method in mind though if it seems to work better!

Submitted

Interesting thing is I can't seem to see any difference between setting the viewport or using the 'window_set_size()' function as you described. That being said I'm only doing 2D side scrolling with a sprite walk animation. I'm not doing any scaling etc.

I have however used the round() function on the pointer location. That was I get a pixel by pixel grid for the pointer which really adds a lot to the feel.

HostSubmitted

If anyone wants to make a new thread detailing the process, like the other guides here, then I'll be glad to sticky it!