Pixel Game Maker MV

Pixel Game Maker MV

Icany Jul 24, 2018 @ 6:13am
Screen resolutions
Hi!
I have not yet bought the engine.
Which screen resolutions are available for standalone? 1920x1080 etc?
I found this screenshot and looks like there is many options about screen size

https://tkool.jp/act/en/manual/02_03.html
Last edited by Icany; Jul 24, 2018 @ 9:49am
Originally posted by Bellamy:
You can zoom the assets currently, but there's no pixel doubling or such "enhancement" functionality beyond that at this time. We might add it later, but I'll be honest and say that as we already support up to 4K resolutions pixel enhancement functions are going to be a low priority over other functionality requests and further performance optimizations.

That is, unless you guys are vocal about request such functions!

Originally posted by VJFranzK:
I want to use 1080 because it's now the standard size, to future proof it.

since pixel art is the focus, I hope there is a way to double or quad size the pixels?
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Showing 1-15 of 15 comments
Casualgamer Jul 24, 2018 @ 10:23am 
You can setup the resolution you want.
icarue Jul 24, 2018 @ 10:57am 
Originally posted by bloodychaos17:
You can setup the resolution you want.

By resolution, do you mean the game's resolution? or can you modify the size of the bottons as well, cause I can barely see them.
Nimbus Jul 24, 2018 @ 4:18pm 
There are a lot of preset options for screen resolution, ranging from 320x240 all the way up to 3840x2160. You can also enter in a custom resolution.

https://i.imgur.com/Z0zWCzs.jpg

(Be warned though, it seems like the default project is set to 640x400 and when I changed it to 1920x1080 it seemed like a lot of funky stuff happened. So you'll definitely have to plan your resources right from the start if you're going to use a different resolution)
Icany Jul 24, 2018 @ 5:06pm 
Thanks!
Bellamy Jul 24, 2018 @ 7:07pm 
Hey, can you tell us what "funky stuff" happened when you changed the resolution?
When scenes have a resolution change, the assigned tile data is reset, but nothing else "funky" should have happened.

Originally posted by Nimbus:
There are a lot of preset options for screen resolution, ranging from 320x240 all the way up to 3840x2160. You can also enter in a custom resolution.

https://i.imgur.com/Z0zWCzs.jpg

(Be warned though, it seems like the default project is set to 640x400 and when I changed it to 1920x1080 it seemed like a lot of funky stuff happened. So you'll definitely have to plan your resources right from the start if you're going to use a different resolution)
Nimbus Jul 24, 2018 @ 7:51pm 
Originally posted by Bellamy:
Hey, can you tell us what "funky stuff" happened when you changed the resolution?
When scenes have a resolution change, the assigned tile data is reset, but nothing else "funky" should have happened.

Originally posted by Nimbus:
There are a lot of preset options for screen resolution, ranging from 320x240 all the way up to 3840x2160. You can also enter in a custom resolution.

https://i.imgur.com/Z0zWCzs.jpg

(Be warned though, it seems like the default project is set to 640x400 and when I changed it to 1920x1080 it seemed like a lot of funky stuff happened. So you'll definitely have to plan your resources right from the start if you're going to use a different resolution)
Sure! I don't know 100% that the resolution change caused the issues, but it was the only thing I changed so I assumed it was the cause.

In the side scroller level, I went to test play the game at 1080p. When I fell down a pit, I didn't die. Instead I could walk around on the bottom of the level. After that, I climbed my way back out of a pit and I went to the next map. I was in the process of shooting as the map changed and the gun sound effect continued to play on loop on the next screen.

Again, could have been something else causing it. I just figured maybe something wasn't lining up correctly with the resolution change (thus causing the hit boxes to fail).
Shadow Esper Jul 24, 2018 @ 7:57pm 
I do believe when you change resolution size, the tile sets and trigger boxes, do not scale as well.

If you look at the scene editor, you should see the old triggers and things in weird areas. The default side scroller was not built for 1080.
Icany Jul 24, 2018 @ 7:59pm 
@Shadow Esper you need to do that in some competitors engines yes, but if I understood right in Pixel Game Maker MV you don't need to scale tile sets etc
VJFranzK Jul 24, 2018 @ 8:54pm 
I want to use 1080 because it's now the standard size, to future proof it.

since pixel art is the focus, I hope there is a way to double or quad size the pixels?
A developer of this app has indicated that this post answers the original topic.
Bellamy Jul 25, 2018 @ 4:56am 
You can zoom the assets currently, but there's no pixel doubling or such "enhancement" functionality beyond that at this time. We might add it later, but I'll be honest and say that as we already support up to 4K resolutions pixel enhancement functions are going to be a low priority over other functionality requests and further performance optimizations.

That is, unless you guys are vocal about request such functions!

Originally posted by VJFranzK:
I want to use 1080 because it's now the standard size, to future proof it.

since pixel art is the focus, I hope there is a way to double or quad size the pixels?
Lord Mystirio Jul 26, 2018 @ 2:24am 
When building a game and wanting to support res up to 4k, should we build our assets for 1920*1080 or directly for 4k ?
SquarePixel  [developer] Jul 30, 2018 @ 1:45am 
Originally posted by Lord Mystirio:
When building a game and wanting to support res up to 4k, should we build our assets for 1920*1080 or directly for 4k ?

It really depends on how much you want to include details on each scene! Problem is if scaling a 1920x1080 asset to 4K you will get your asset artificially smoothened... In this case, having a 1920x1080 will give you better performance but the risk to lose the quality if viewed on a 4K

However, 4K does not downscale well and is more greedy in performance...having the advantage of more pixels available for you to play with design
Lord Mystirio Jul 30, 2018 @ 2:07am 
Well, that's a though choice :D .

I wonder what option "pro" generally go with .
Vesuvias Mar 14, 2019 @ 6:13pm 
Originally posted by Lord Mystirio:
Well, that's a though choice :D .

I wonder what option "pro" generally go with .
Full packs for different resolution settings for 2D, while 3D is processed differently by nature.

Some of this gigapixel AI stuff though... in the future, it may become a more one resource folder to use and the user can set whatever.
Lord Mystirio Mar 14, 2019 @ 8:03pm 
thanks for the info pal :-) .
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Date Posted: Jul 24, 2018 @ 6:13am
Posts: 15