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(1 edit)

Yes the screen movement not affecting the players movement is by design! To make you move your player and give some challenge that way! But yeah,  maybe i should add the screen movement to the players movement. Good feedback! Do you mean that the ship bugged and went out of the stage?..


THANKS! :)  I will try out your game soon too!

Upon a new game, the ship starts out of the screen. Also the game starts full screen and a part of the UI seems to be off screen so maybe it's a resizing issue?

hm that sounded really weird, the game should not start fullscreen. There isnt even a code doing that?... Yeah it could be a resizing issue , hm. I have to look into that. Thanks.!

(+1)

I might be mistaken. Maybe it did not start fullscreen but just too big?

My screen size code right now is pretty simple.

.: In CREATE Event :.

viewWidth = 1920 /4;

viewHeight = 1080/4;

windowScale = 4;

var horSize = viewWidth * windowScale;

var verSize = viewHeight * windowScale;

window_set_size(horSize,verSize);

//then i set the surface size to the same values, 

surface_resize(application_surface,horSize,verSize);

And then lastly i center the window to the center of your screen. 


So there is no fullscreen mode when you start the game!

How small is your screen?


Mayeb i can add a "windowed size " property in that case where you have the options x1, x2, x3, x4 etc

(+1)

My active screen's resolution is 1440 X 900. You code seem to default to 1920 X 1080. What I do for my games is I check the user's screen dimensions with "display_get_width" and adapt the screen accordingly (simplified code below) :

var dw = display_get_width();
if(dw >= 1920){ w= 1920; h= 1080;}
else if(dw >= 1280){ w= 1280; h= 720;}
else if(dw >= 640){ w= 640; h= 360;}

surface_resize(application_surface,w,h);
display_set_gui_size(1920, 1080);
window_set_size(w,h);

Yeah I have thought about that but did not have that as a prio. Can implement that too. Thanks.