This means that each pixel from our game will now be represented as an 8x8 pixel block. Hypothesis: Because 1366x768 is not a true 16:9 aspect ratio (more like 16:8.x), that monitor is having a tough time with displaying all pixels on screen because it's not a number divisible by 8.ĭoing some cursory research online, I found a Gamemaker Thread on the subject of display resolution that had some pretty useful information.ġ60 fits into 1280 exactly 8 times, 90 fits into 720 exactly 8 times. ![]() added to fixed issues liked this which provides a black bars on side or above/below the window but I really want my game to make a fullscreen without having an issues. It's strange because my native resolution is 1280x720 then tried to used 48x48 tileset(the one you recommended) then test it on a 1366x768 monitor whenever I fullscreen the game or set it on a fullscreen mode ,tearing on the images occured which also happens on 40x40 tiles then I tried to change my monitor resolution exactly on 1280x720 no tearing happens.I tried to investigate what's going on tried to change the native resolution to 640x360 (enlarged to x2 and use 40x40 tiles) no tearing happens but when I change the tile size to 20x20 the tearing occured again and lastly I used another resolution 320x180 with 16x16 tiles enlarged to x4 no tearing happened.Did I missing something or It's just supposed to behave like that? I know that there is a setting to adjust the screen magnification which the devs. That way any pixel art work can remain in the 1:1 ratio but will still be properly scaled during gameplay. With that said, I personally like to keep my assets in the 1:1 ratio, so I prefer 320x180 with 16x16 tiles and then scale the window x4 to get the 1280x720 in game resolution. ![]() ![]() It fits well with resolution and also it allows you to scale 16x16 tiles by 300% and be able to use them (also easier for artists who generally prefer working in the 1:1 ratio). Originally posted by baz:If my native resolution is 1280x720 I generally like 48x48 tile size.
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