Pixel Game Maker MV

Pixel Game Maker MV

QQ Apr 1, 2020 @ 5:32am
How big is your tiles for 1280x720 resolution?
Hi, I just wondering what tile size should I use for 1280x720 currently I'm using 40x40 tile size for the game I'm currently developing.
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Showing 1-10 of 10 comments
Baz Apr 1, 2020 @ 7:09am 
If my native resolution is 1280x720 I generally like 48x48 tile size. 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).

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. That way any pixel art work can remain in the 1:1 ratio but will still be properly scaled during gameplay.
MikeyMooMoo Apr 1, 2020 @ 11:27am 
Eh.. i keep mine at 400X224 for like a wide screen NES or SNES game myself..
Lord Mystirio Apr 1, 2020 @ 8:15pm 
Good informative discussion, I'll take note of this. Btw guys, what would be your recommandation for 1920x1080 then?
Baz Apr 1, 2020 @ 8:55pm 
Originally posted by Lord Mystirio:
Good informative discussion, I'll take note of this. Btw guys, what would be your recommandation for 1920x1080 then?

I would have to play around with that high of a resolution (remember switch native is 1280x720 when undocked, so consider your desired platform as well).

Off the top of my head I would go 960x540 base resolution using 32x32 tiles. I would then scale the window x2 to get the 1920x1080 in game resolution. I would need to try this, but this is my initial thought.
QQ Apr 1, 2020 @ 11:10pm 
Does it affect my optimization (performance) if I change my tile size to a bigger one.Let's say my native resolution is 1280x720 and I use a 48x48 tiles?
Lord Mystirio Apr 1, 2020 @ 11:25pm 
@baz, thank you. I'll keep a note of this until confirmation from you. My main target is PC so switch or anything else matters less to me at this moment.
QQ Apr 2, 2020 @ 1:33am 
Originally posted by baz:
If my native resolution is 1280x720 I generally like 48x48 tile size. 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).

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. That way any pixel art work can remain in the 1:1 ratio but will still be properly scaled during gameplay.

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. 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.
Maxim Apr 2, 2020 @ 5:43pm 
Originally posted by Keroro:
Does it affect my optimization (performance) if I change my tile size to a bigger one.Let's say my native resolution is 1280x720 and I use a 48x48 tiles?

From what I can tell, native resolution and amounts of objects on screen (with varying amounts of processing complexity) are the biggest factors of performance with Pixel Game Maker. Lots of Gimmick tiles and scene sizes also contribute to this. A developer or Mod can chime in on this fact.


Originally posted by Keroro:
Originally posted by baz:
-snip-

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. 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.

I'll try and take a stab at this.

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.

Doing some cursory research online, I found a Gamemaker Thread on the subject of display resolution that had some pretty useful information.
Perfect scaling:

You have a view with size 160x90.

160 fits into 1280 exactly 8 times, 90 fits into 720 exactly 8 times. This means that each pixel from our game will now be represented as an 8x8 pixel block.

When scaled to fullscreen the sprite in our game is now 128x256 pixels big on the screen.

Imperfect scaling:

Lets take a view of size 192x108.

This is still a 16:9 resolution and fits nicely 10 times into 1920x1080. BUT our target is 1280x720, so ...

192 fits into 1280 6.6667 times and 108 also fits 6.6667 times into 720.

If we want to scale our screen to 1280x720 we now need to represent each pixel as a 6.6667x6.66667 pixel block but there are no 0.6667 pixel. You either have a pixel or you don't so the scaling doesn't know what to do and the pixels will look messy.

Our sprite would now be 106.6667x213.333 pixels in size

Source: https://www.reddit.com/r/gamemaker/comments/5kw724/should_sprites_be_perfectly_dividable_by/

I don't know if this helps answer the question, but hopefully this provides at least a bit more information on the subject.
QQ Apr 2, 2020 @ 11:56pm 
Does that mean tiles size don't matter?
Last edited by QQ; Apr 2, 2020 @ 11:57pm
Maxim Apr 3, 2020 @ 7:43am 
Originally posted by Keroro:
Does that mean tiles size don't matter?
Based on what I've researched, I personally think that tile size is an aesthetic choice more than anything else, at least in this engine. But that's just my thoughts. I'd do some more research for yourself starting where I provided and draw your own conclusion.
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Date Posted: Apr 1, 2020 @ 5:32am
Posts: 10