Quote: "Let me know if I stepped on any toes,.. but I made the background to a rez that is suitable for desktop type games. Having it 'scale' to any rez seems kind of pointless."
No - you haven't stepped on any toes. However, I would like to explain the point (so as to not seem so pointless

).
The scaling of the background, and the other sprites serve a two-fold purpose. The primary reason being that, as a work-in-progress, I'm not yet sure which scale I want to end up with - and I will have to have far more code before I am sure. For example: fonts have not been established yet, so the font size might have to change in order to fit the desired text into the areas the text will have to fit into. If I stick to a resolution of 640x480, or 800x600, I may find out that the font won't be readable at the font size required, so I would need to change the screen resolution. And being just a little lazy, I don't want to manually code in all the size changes.
The second reason (and I have not coded completely to this reason, but I have plans to) is so that folks can choose to run the code in any resolution they want. This is particularly useful for games that may not be run in full screen mode.
Quote: "I noticed a bit of a 'fuzzy pixel' thing happening"
The fuzzy pixel thing was happening probably primarily due to this line:
Load Image "gamebkg010pb.png",Background,0
This line loads the image in mipmap mode (the 0 at the end does this), which is designed to save memory and make the image look a little better when scaled to a smaller size. Simply change the 0 to 1, and the image will load in normal mode, which means all the image data is preserved.
Oh - and if you want to tell me something doesn't look right, you go right ahead. I am clearly no artist, so I need your eyes (talent) to tell me what looks good and what does not.

Open MMORPG: It's your game!