The commands and functions of Gamemaker Studio definitely gives the developer the tools to control the view to a point. (It's primarily for 2-D development although 3-D development is possible) As a newbie I didn't know to pick a platform, produce a finished game & support for a time before looking to port the game to another platform. So in the beginning I was making a game for the PC. It didn't need touchscreen functionality. I didn't need to worry about graphic limitations. The reason I switched to mobile platforms in the middle of my dev cycle is because I got intimidated by the art quality that was being used in PC gaming. I get it, you've played Minecraft. Minecraft did amazingly well. Cool. Now go look up how long it took for Minecraft to be developed and by who. I don't have that reputation, time, network or funding to take the chance that I can make a product that proves the exception to the rule. I also didn't have the money to pay a graphic artist to work with me for the life of the project. That's a whole other blog post that I probably won't write, because I believe everyone I worked with did the best they could & that's what counts. I now know how to properly obtain art assets and commissioned art. I am thankful for the process and the people I've met.
People(and by people I mean those who play games) are intrinsically more forgiving of graphics on mobile devices, meaning that my game art was going to be a major turnoff for the majority of potential customers on one platform, but not so much of a deal breaker on others. As a first time dev, I can't afford the risk. So the game BECAME mobile. That means changing view ratios, view sizes, taking out the lighting system & the amount of objects I can have on screen. It probably added a year of development time because I was new to programming and had to learn everything as I went. But I have overcome and the demo is ready for its close up...kind of. Wish me well.