Usage: Resolution.resize(W,H) Max size is 640,480.
Warning: This does not automatically fix window issues, that's normal. This script only takes care of the main screen, everything else you'll have to script to fit.
Screenshots:
Script.
code
CODE
#============================================================================== # ■ Game_Resolution #------------------------------------------------------------------------------ # Change the game window to whatever you want! # Keep the width and height a multiple of 32. #==============================================================================
module Resolution $game_screen_width = 640 $game_screen_height = 480 $game_tiles_width = 20 $game_tiles_height = 15 #====================================== # Resize the window #====================================== def self.resize(w,h) Graphics.resize_screen(w,h) $game_screen_width = w $game_screen_height = h $game_tiles_width = w / 32 $game_tiles_height = h / 32 end end #============================================================================== # ■ Sprite_Timer #------------------------------------------------------------------------------ # Timer for display sprites. Monitor the $ game_timer, the state of the Sprite # To change automatically. #============================================================================== class Sprite_Timer #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize(viewport) super(viewport) create_bitmap update end #-------------------------------------------------------------------------- # ● Create bitmap #-------------------------------------------------------------------------- def create_bitmap self.bitmap = Bitmap.new(96, 48) self.bitmap.font.size = 32 self.bitmap.font.color.set(255, 255, 255) end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- def update super update_bitmap update_position update_visibility end #-------------------------------------------------------------------------- # ● Update position #-------------------------------------------------------------------------- def update_position self.x = $game_screen_width - self.bitmap.width self.y = 0 self.z = 200 end end #============================================================================== # ■ Game_Map #------------------------------------------------------------------------------ # A class to handle the map. It has features such as scrolling and passable determining. # Instance of this class is referenced by $ game_map. #==============================================================================
class Game_Map def update(main = false) refresh if @need_refresh update_interpreter if main update_scroll update_events update_vehicles update_parallax @screen.update end #-------------------------------------------------------------------------- # ● Setup Scroll #-------------------------------------------------------------------------- def setup_scroll @scroll_direction = 2 @scroll_rest = 0 @scroll_speed = 4 end #-------------------------------------------------------------------------- # ● Set display position #-------------------------------------------------------------------------- def set_display_pos(x, y) x = [0, [x, $game_screen_width - $game_tiles_width].min].max unless loop_horizontal? y = [0, [y, $game_screen_height - $game_tiles_height].min].max unless loop_vertical? @display_x = (x + $game_screen_width) % $game_screen_width @display_y = (y + $game_screen_height) % $game_screen_height @parallax_x = x @parallax_y = y end #-------------------------------------------------------------------------- # ● Parallax X check #-------------------------------------------------------------------------- def parallax_ox(bitmap) if @parallax_loop_x @parallax_x * 16 else w1 = [bitmap.width - $game_screen_width, 0].max w2 = [$game_screen_width * 32 - $game_screen_width, 1].max @parallax_x * 16 * w1 / w2 end end
#-------------------------------------------------------------------------- # ● Adjust X #-------------------------------------------------------------------------- def adjust_x(x) if loop_horizontal? && x < @display_x - ($game_screen_width - $game_tiles_width) / 2 x - @display_x + $game_screen_width else x - @display_x end end #-------------------------------------------------------------------------- # ● Adjust Y #-------------------------------------------------------------------------- def adjust_y(y) if loop_vertical? && y < @display_y - ($game_screen_height - $game_tiles_height) / 2 y - @display_y + $game_screen_height else y - @display_y end end #-------------------------------------------------------------------------- # ● ループ補正後の X 座標計算 #-------------------------------------------------------------------------- def round_x(x) loop_horizontal? ? (x + $game_screen_width) % $game_screen_width : x end #-------------------------------------------------------------------------- # ● ループ補正後の Y 座標計算 #-------------------------------------------------------------------------- def round_y(y) loop_vertical? ? (y + $game_screen_height) % $game_screen_height : y end #-------------------------------------------------------------------------- # ● 上にスクロール #-------------------------------------------------------------------------- def scroll_up(distance) if loop_vertical? @display_y += @map.height - distance @display_y %= @map.height @parallax_y -= distance if @parallax_loop_y else last_y = @display_y @display_y = [@display_y - distance, 0].max @parallax_y += @display_y - last_y end end end class Game_Player < Game_Character #-------------------------------------------------------------------------- # ● �"�面中央の X 座標 #-------------------------------------------------------------------------- def center_x if $game_screen_width == 640 ($game_screen_width / 32 - 1) / 1.0 else ($game_screen_width / 32 - 1) / 2.0 end end #-------------------------------------------------------------------------- # ● �"�面中央の Y 座標 #-------------------------------------------------------------------------- def center_y if $game_screen_height == 480 ($game_screen_height / 32 - 1) / 1.0 else ($game_screen_height / 32 - 1) / 2.0 end end #-------------------------------------------------------------------------- # ● �"�面中央に来るようにマップの表示位置�'設定 #-------------------------------------------------------------------------- def center(x, y) $game_map.set_display_pos(x - center_x, y - center_y) end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update last_real_x = @real_x last_real_y = @real_y last_moving = moving? move_by_input super update_scroll(last_real_x, last_real_y) update_vehicle update_nonmoving(last_moving) unless moving? @followers.update end end
class Window_Base #-------------------------------------------------------------------------- # ● ステートおよび強化/弱�"のアイコン�'描�"� #-------------------------------------------------------------------------- def draw_actor_icons(actor, x, y, width = 96) icons = (actor.state_icons + actor.buff_icons)[0, width / 24] end end
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Xeilsoft - Follow your dreams to the very end..
Kits that I'm working on. [Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.
Main PC Core i7 3820 overclocked @ 4.8GHZ Galaxy: Nvidia Geforce GTX 680 GDDR5 2GB Asrock X79 Extreme9 w' creative sound 64GB corsair platinum @ 1600MHZ Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD. Rosewill Lightning 1000W PSU OS: Funtoo Linux, Windows 8 (Virtual Machine)
iMac (March 2013) 3.4GHz Quad-core Intel Core i7, Turbo Boost up to 3.9GHz 16GB 1600MHz DDR3 SDRAM - 2X8GB 1TB Serial ATA Drive @ 7200 rpm NVIDIA GeForce GTX 680MX 2GB GDDR5