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Een vertaalprobleem melden
One of the points on the free version says: ◦No Configurations
It is a safe bet to say you you will need to purchase atleast the basic version to get the full options. It is not a bug. :)
edit: I found it, it's a setting in "views" that lets you set up the native resolution and the window resolution of the game, the 'user friendly lingo' in this software confuses me a bit
Well it is quite strange if you're used to the old versions that it is suddenly inside views. :D
In any case, the few options that I can see don't really do anything anyway, just like you said they wouldn't.
Anyway, I'm not making a super production here, just trying stuff out.
But being unable to set the resolution, blending or some options as I wish is kind of annoying. I just want to save budget and pc resources by making a very very low res game (20x11 or so upscaled to whatever size you want, fixed aspect ratio, linear blending), so yeah.
Thanks for helping out darkbynight.
As far as I can see (just trying GM:S for the first time myself), the size of your first room directly determines window size or display resolution. So if you want your window to be 800 pixels wide and 600 pixels high you'd make your first room that size. You can change this programmatically and you can allow the user to resize the window or enter full screen with alt+enter, but this is how it starts out.
Views can do two things. One is that you can select a part of the room that's shown on screen, for example if your room is 2000x2000 pixels you can make a view that shows 800x600 at a time and follows your player object or something like that, essentially what you'd use in a scrolling platforming game. The other is that you also get to decide where that area of your room is drawn on screen and this allows scaling. For example, you can have a second view in addition to the one that follows your player object around, and make that one show the entire room, but scaled down and drawn in a corner of your window, to make a minimap.
But like I wrote I don't think this works if your room is natively only 20x11 pixels. It would probably work very well for your typical retro styled game with pixelized sprites.