Yes, but the things to fix that on mac are buggy/don't compile on windows. I'll look into that when I get home, maybe I can figure something out. I just need to know what it should look like. Should it just scale to biggest window size? There's definitely things to be done for this game to run well on Windows, also, what I didn't mention in that last post, the game doesn't ship with a special font, so it's picking the default Game Maker font, which is anti-aliased and kinda ugly, should something be done about that?
I have to admit i'm a total noob about these finer points in GM. What I want is for the view in room to be 256 X 192 (roughly, amybe an extra 16x16 tile doesnt matter). I want it to auto scale up big and i'd rather have it run fullscreen scaled keeping the ratio (black borders on the side & what have you). I was having trouble getting it to always hit this between rooms so I have that script setting it dnyamically. Since there's only three real rooms in the game (title, dungeon floor, shop) I could go back in and manually set the views up. I hate that it flickers and flips out for a sec on room transition.
As for the font, on mac it looks simple sharp pixelated which is fine, I wonder if there's an easy way to just get that on windows with out any antialiasing (like in the picture of the shop posted earlier)?
Thanks so much for the help and feedback.