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Game Maker Studio Android Resolution

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GameMaker: Studio allows you to scale your game for mobile devices. For mobile devices, such as tablets and phones, you’re configuring the full display size instead of a window. Because of this, you only have to deal with a single aspect ratio, unless you allow for landscape and portrait settings.

Sep 20, 2015  I'm trying to create a game on mobile phones (android os) and I'm trying to get my game to play on multiple resolutions. I have read a lot of guides and I'm just confused. This is what I want to achieve: My game resolution is: not actual codes just for information viewwview = 1280 viewhview = 720 viewwport = 1280 viewhport = 720 roomwidth = //this is different based on the game levels. Making my game fit all android resolutions. I have little experience with surfaces and i was wondering what is the fastest and easyest way to make a quick script that will set my game to fullscreen on any andoid device without black bars around and no blurry screen.

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Greetings!

Because ChevyRay's tutorial on screen scaling is obsolete, and there seems to be no tutorial on the subject here that has been written since, I've decided to write my own tutorial.

Today I will be teaching you how to program custom screen resolutions in GameMaker Studio. This is code that will run the first time that the player runs the game, but can be re-activated at anytime. This is easy to implement assuming you have experience in GML, otherwise this may be a little intimidating.

Step 1: Create a configuration file in Notepad. Before you do anything else, save it as config.ini. If you already have a config file for your game, no problem, just open it up.

Type this into the config file:

But Snowstorm, what do these variables mean?

  • set - A variable that's check when the game starts. This determines if the player has already selected a screen resolution. 0 means no, and 1 means yes.

  • width - The width of the resolution, in pixels.

  • height - The height of the resolution, also in pixels.

  • full - Tells the game to toggle Fullscreen/Windowed mode. I'll get into this later.

Step 2: Open up your project in GM, then add config.ini to the Included Files folder.

Step 3: Create a blank room with a black background, name it whatever you want. DO NOT ENABLE VIEWS. Ever. Doing this will cause this to not work. Close the room and put it at the top of the list of rooms. Create an object, call it obj_boot, and in the Create event, execute this code:

How you decide to have the player input their choice screen resolution, I will leave up to you. I think the easiest way to do this is to create a menu.

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Step 3.5: Place obj_boot into the blank room we created so the code can run when the game starts.

Step 4: Assuming you have implemented a way for the player to select a screen resolution, have this section of code execute when the player prompts their choice (ex: hits the 'Enter' key on the keyboard):

What this is doing is writing the values of the choice resolution width and height to the config file, followed by writing a 1 to the 'set' variable, meaning that, 'Yes, this player has picked a resolution.'

Step 5: STOP! Before you do anything else, write some code that allows the user to pick if they want the game to be in Fullscreen or Windowed. We're avoiding more display issues, you see? I will give you some help with this, though.

The toggling of Fullscreen mode in GM can be executed with window_set_fullscreen(); where in the parenthesis, put true for Fullscreen and false for Windowed. Depending on what the player picked, write their choice to the full variable in the config file. Then, execute the command game_restart();. It is very important that you restart the game, otherwise there will be display issues.

Here's an idea of what it should look like, once the player selects their choice:

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Snowstorm, is that all there is to it?

I believe so. If you have any questions, please let me know. Thanks for your time!

EDIT:

If the player wants to pick a new resolution or switch between windowed/fullscreen mode, write some code that sets the variables to the default values in the config file, then quit the game. Don't restart the game, actually quit the game to avoid display issues when selecting new settings. The code should look like this (we'll use 1024x600 as our default resolution for this example):

Hey, Snowstorm, why aren't you enabling views?

While I was writing this code. I found that enabling the views would draw a blank window while running the game. I believe it's because when you enable a view, you're overriding the values you wrote with what is set in the Views tab. So don't do that.

One more question, how so I scale for mobile devices?

This one is easy. Don't have the player select a resolution or set the game to be in windowed/fullscreen mode. In the Create event of obj_boot, after the if (set1) section of code, write this code:

What this is doing is getting the resolution of the device by that the user is playing on and setting the resolution equal to that.

I do have a confession to make: I didn't actually test this code in a new project, this is based off some code for an old engine I wrote a few months ago. If people are having trouble getting this to work, I'll post the engine here for you all to analyze.

19 comments
Active13 days ago

Game Maker Studio Android Resolution Software

I'm making a game for Android in gamemaker studio 2, but I'm having some issues with the resolution. I have a 3x3 grid in the center made by 9 64x64 cubes. What is the best width and height, or views for a recent Android device? Thank you!

Eugenio Amato NadaiaEugenio Amato Nadaia

1 Answer

There is a huge variety of device ratios. This site explains how to handle this: https://felgo.com/doc/felgo-different-screen-sizes/

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