The game will now scale integer only and - as you detected and set the best possible frame size for the player´s setup before - it will be without borders Ultimate fullscreen object: Set your game fullscreen and choose “pixel perfect fit”.
Window control object: When you calculated your “ideal” frame width, adjust your frame size using window control object and adjust the frame height using the player’s aspect ratio (you calculated that using big box!)Ħ. I´m sure this can also be done with an elegant math expression too, but I´m bad at math, so I used a fastloop comparison for it.ĥ. Run a fastloop to detect a frame width that can be scaled to the native desktop width of the player using integer only scaling, starting with your minimal possible frame with. Your game has to be designed to be playable at this minimum resolution which also includes the design of all HUD elements.Ĥ. The following steps run within the first frame loop, before the renderer triggers, so the player won´t recognize these steps at all.Ģ.ěig box object: One frame start get and store the desktop width and calculate + store the players aspect ratioģ.ĝefine a minimal frame width your game can run in, this is really important as it will define your level design. Start your game in windowed mode and uncheck all scaling related properties as well as anti-aliasing and don´t use “change resolution mode”. X Big box object: Gets the desktop resolution of the playerġ. This may be very subtle on some setups, but it´s almost always visible.įor the method I propose you will need the following 3 objects/ extension installed: Some graphics setups can also produce very ugly scanline-artefacts if you use scrolling and scale a low resolution using floating point values. X Use integer only scaling to not spoil your pixel art. A lot of pixel art games run using some kind of margins, but players actually expect a modern game to support their native desktop resolution. X Run your game fullscreen without black bars or borders. I don’t use other runtimes so I can´t give advice on that, but I think the basic concept is somehow adaptable.
I had to face the same problem with my current game, so here´s my solution for. Getting a low res pixel art game to scale perfectly on multiple possible desktop resolutions is actually a pretty hard task.
There's probably a way to do what you want, since many games do it. I don't know much about pixel art games though. Alternatively, you might want to make the game at a moderately large resolution, and tell Fusion not to scale up at all, but to just surround any edges with black bars. It might be better to design the game at a larger resolution, using big, crisp multi-pixel squares (so it LOOKS like pixel art, even though multiple real pixels are used per 'pixel'), and then scale down, without antialiasing. Especially since your game is so tiny, so it doesn't have much pixel data to work with to begin with. Without antialiasing, it will have to add/subract whole pixels into the image every now and again, which would look screwy. But since my monitor is 1080px tall, your game would have to scale at x4.15. If my monitor were 1300, then your game would scale at x5.0, which would work great. If my monitor were 1040px then your game would scale at x4.0, which would work great. It's impossible to do that scale that perfectly without antialiasing. If your game is 260px tall, but my monitor is 1080px tall, then to display at full-screen, your pixels will need to be scaled x4.15 times.
But I guess you mean the UWP exporter?Īnyway, have you tried these options below?Īlso, remember that what you're asking is going to be literally impossible on certain screens.
#Clickteam fusion 2.5 pixel art windows 10#
Just to clarify, Ultimate Fullscreen Object works fine in Windows 10 (with windows exporter).