The Windows UWP Tab

This section deals with the Windows UWP tab of the Global Games Settings Window.

In the Global Games Settings of GameMaker: Studio, you can find the different setup options related to how your final game will look when you create the executable for the target platform. Here we will look at the Windows UWP tab. It is split into three sub-tabs, each of which is explained in the sections below:


This section is where you should set up the details of your app like its name and any associated graphics. Below is a list of all the available options and what they represent:


In this section you can set the way that your game should react to being scaled in any way (either by dragging the window borders or by full screening it), and this can either be Keep Aspect Ratio or Fill Screen. Next is the option to set the size of the Texture Page. The default (and most compatible) size is 1024x1024, but you can choose from anywhere between 256x256 up to 8192x8192. There is also a button marked Preview which will generate the texture pages for this platform and then open a window so that you can see how they look. This can be very useful if you wish to see how the texture pages are structured and to prevent having texture pages larger (or smaller) than necessary.

NOTE: Be aware that the larger the size of the texture page, the less compatible your game will be.

WARNING! Switching off the application surface will disable all the scaling options set in the Global Game Settings until it has been switched back on again. See The Application Surface for further details.


For your game to run on the UWP platform it has to be certified correctly, and this is done from the Installation tab. You will first be required to give your publisher name, which is formatted as CN=<publisher_name_here>, and then give a path to your Developer Key. GameMaker: Studio supplies a default Developer Key for WindowsUWP development, but it is recommended that you generate your own and point to it here. To do this, create an empty project in Visual Studio Express then store somewhere safe a copy of the automatically generated *.pfx (the developer key) that it will have included in the empty project. You should then link that *.pfx file here.

After linking to the file, you should click on the associated Install button and then follow the instructions in the command prompt that will open. If you do not do this then using the Run/Debug buttons (or hitting F5) will fail and your game cannot be tested (however, if you use Create Application the certification installation process will automatically be launched if the *.pfx has yet to be registered).

NOTE: When it comes to uploading your app to the store you will need to get the correct *.pfx for your title. This is done via associating your app with the Windows Store in Visual Studio which causes Visual Studio to generate a new *.pfx specifically for the app. It is also worth noting that you can associate any app with the Windows Store in Visual Studio, meaning you can associate a blank project with the Windows Store app and simply copy the generated pfx to a safe location which can then be used within Global Game Settings.

The final option is to select the CPU architecture to target. You can choose between x86<&b>, x64 or ARM.


Depending on what you want your game to have access to, you may also need to check the permissions from the Permissions tab. If your game uses (for example) the function url_open() then you would need to check the "Use Internet" box. The available permissions are:

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