75 lines
3.3 KiB
HTML
75 lines
3.3 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<head>
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<title>Resolution</title>
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<link href="style.css" rel="stylesheet" type="text/css">
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</head>
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<body background="images/back.gif">
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<!--START-->
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<h3>Resolution</h3>
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In this tab you can set the screen resolution in which your game must run.
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By default the resolution is not changed. But sometimes you want to run the
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game in a lower resolutions or you want to set the frequency of the monitor
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to make sure the timing in the game works correctly. If you want to change
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the resolution you must first check the box labeled
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<b>Set the resolution of the screen</b>.
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<p>
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There are three things you can change. First of all there is the color depth.
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This indicates the number of bits used to represent the color for a pixel.
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Most machines now only allow for 16-bit (High Color) or 32-bit (Full Color) but
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older machines also allowed for 8-bit and sometimes 24-bit color.
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<i>Game Maker</i> only works correctly in 16-bit and 32-bit color. 32-bit
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color gives nicer looking images but will take more memory and processing
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time. If you want your game to run will on most older machines set the
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color depth to 16-bit. Otherwise use 32-bit or don't change it.
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<p>
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Secondly there is the screen resolution, the number
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of pixels (horizontal and vertical) on the screen. Changing the
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resolution is useful when e.g. your rooms are very small. In this case
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it might help to reduce the resolution of the screen. Realize though that
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this will also effect other applications running. This can in particular
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give problems with low resolutions. So in general it is better
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to only do this when running the game in full screen mode. <i>Game Maker</i>
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will automatically change the resolution back to the starting situation
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once the game finishes.
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<p>
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Finally you can change the refresh frequency. This indicates how many times per second
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the image on the screen is refreshed. If your room speed is larger than the frequency
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not all steps are actually visible. It works best if the frequency is a multiple of
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the room speed. (If you specify a frequency that is too high or not available the
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frequency is not changed.)
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<p>
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There also is a setting here to <b>Use synchronization to avoid tearing</b>. This requires
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some explanation. A display is redrawn a number of times per second, depending on the
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refresh frequency. If a room is drawn halfway such a refresh, the top of the display will still
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show the old image while the bottom part shows the new image. This is called tearing. To
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avoid this you can check this option. In this case the new room image is only copied to
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the screen when the refresh is not inside the window avoiding the tearing most of the time.
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The disadvantage is that we normally have to wait till the next refresh. This means that the
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maximal number of frames is bounded by the frequency of the monitor and, when the processing
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is not fast enough, the framerate immediately drops to half that number.
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Also there can be a conflict between the internal timing of the game and the synchronization.
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If you want to do this best set the monitor frequency to e.g. 60 and also make the room speed
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either 30 or 60.
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<!--END-->
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</body>
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</html>
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<!-- KEYWORDS
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changing screen resolution
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screen resolution
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resolution
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frequency
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graphics mode
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color depth
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synchronization
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tearing
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--> |