This summary of the video was created by an AI. It might contain some inaccuracies.
00:00:00 – 00:08:51
The video provides insights on setting resolutions early in game development, focusing on aspects like target resolutions and aspect ratios for pixel art and non-pixel art games. The importance of whole integer scaling to avoid pixel stretching is emphasized. It also covers adjusting resolutions for different platforms and aspect ratios, highlighting the need to choose resolutions that scale well and considering design implications. The speaker advises on managing texture pages and performance, especially for higher detail levels in pixel art. Key recommendations include starting with resolutions like 320×180 or 1280×720 for Windows games, with a target resolution of up to 1920×1080 for most 2D games.
00:00:00
In this part of the video, the speaker discusses the importance of setting the resolution early in a game project. Key points include the recommendation to choose a target resolution and aspect ratio early on, with suggestions such as 320×180 or 640×360 for pixel art games. It’s advised to scale the game in whole integers to avoid pixel stretching. For non-pixel art games, starting with a 16×9 resolution like 1280×720 is generally recommended for Windows games. The speaker highlights that higher detail levels in pixel art require more time to produce and advises beginners to be cautious about increasing detail level. A target resolution of up to 1920×1080 is generally sufficient for most 2D games, with considerations on managing texture pages and performance.
00:03:00
In this segment of the video, the speaker discusses how to set the resolution for your game in Game Maker. The default internal resolution of your game is determined by the application surface, which matches the size of your game window. You can manually set the application surface size to fix the resolution, especially important for pixel art games to avoid unwanted subpixels. The speaker mentions the importance of using whole integer zoom levels for pixel art games to prevent pixel stretching. Adjusting the resolution for different platforms or aspect ratios is also covered, with options to scale up the game window and considerations for revealing or obscuring game elements based on the aspect ratio. The speaker suggests using GUI layers or drawing tools to decorate any black bars resulting from aspect ratio changes.
00:06:00
In this segment of the video, the narrator discusses how to adjust a game’s resolution to fit different aspect ratios. They explain the process of scaling the width or height to fit the window first, then adjusting the other dimension based on the new aspect ratio. The example provided involves scaling a 16×9 game to a 16×10 display. The narrator emphasizes the importance of choosing a resolution that scales well and is appropriate for the game’s visual style. They suggest that working with black bars is often acceptable, and understanding game design consequences when changing aspect ratios is crucial.