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ccoa
Screen Resolution
Version 0.4 (beta)

Introduction

This is extremely simple, and not tested. But this will change the window size and what is displayed by the map. You will still need to remodel the menu and battle scenes to fit in the screen.

v0.3 - I've added code that will automatically center any windows if you up the screen resolution. Note that this will not work if you make the screen resolution smaller. If you want to turn off automatic centering, just find this:

CODE
WIDTH = 640
HEIGHT = 480
DELTA_WIDTH   = (WIDTH - 544).abs
DELTA_HEIGHT = (HEIGHT - 416).abs

class Game_Map
  def calc_parallax_x(bitmap)
    if bitmap == nil
      return 0
    elsif @parallax_loop_x
      return @parallax_x / 16
    elsif loop_horizontal?
      return 0
    else
      w1 = bitmap.width - WIDTH
      w2 = @map.width * 32 - WIDTH
      if w1 <= 0 or w2 <= 0
        return 0
      else
        return @parallax_x * w1 / w2 / 8
      end
    end
  end
end

class Spriteset_Map
  def create_viewports
    @viewport1 = Viewport.new(0, 0, WIDTH, HEIGHT)
    @viewport2 = Viewport.new(0, 0, WIDTH, HEIGHT)
    @viewport3 = Viewport.new(0, 0, WIDTH, HEIGHT)
    @viewport2.z = 50
    @viewport3.z = 100
  end
end

class Spriteset_Battle
  def create_viewports
    @viewport1 = Viewport.new(0, 0, WIDTH, HEIGHT)
    @viewport2 = Viewport.new(0, 0, WIDTH, HEIGHT)
    @viewport3 = Viewport.new(0, 0, WIDTH, HEIGHT)
    @viewport2.z = 50
    @viewport3.z = 100
  end
end

class Game_Player < Game_Character
  CENTER_X = (WIDTH / 2 - 16) * 8     # 画面中央の X 座標 * 8
  CENTER_Y = (HEIGHT / 2 - 16) * 8
end

class Sprite_Timer < Sprite
  def initialize(viewport)
    super(viewport)
    self.bitmap = Bitmap.new(88, 48)
    self.bitmap.font.name = "Arial"
    self.bitmap.font.size = 32
    self.x = WIDTH - self.bitmap.width
    self.y = 0
    self.z = 200
    update
  end
end

class Sprite_Base < Sprite
  def start_animation(animation, mirror = false)
    dispose_animation
    @animation = animation
    return if @animation == nil
    @animation_mirror = mirror
    @animation_duration = @animation.frame_max * 4 + 1
    load_animation_bitmap
    @animation_sprites = []
    if @animation.position != 3 or not @@animations.include?(animation)
      if @use_sprite
        for i in 0..15
          sprite = ::Sprite.new(viewport)
          sprite.visible = false
          @animation_sprites.push(sprite)
        end
        unless @@animations.include?(animation)
          @@animations.push(animation)
        end
      end
    end
    if @animation.position == 3
      if viewport == nil
        @animation_ox = WIDTH / 2
        @animation_oy = HEIGHT / 2
      else
        @animation_ox = viewport.rect.width / 2
        @animation_oy = viewport.rect.height / 2
      end
    else
      @animation_ox = x - ox + width / 2
      @animation_oy = y - oy + height / 2
      if @animation.position == 0
        @animation_oy -= height / 2
      elsif @animation.position == 2
        @animation_oy += height / 2
      end
    end
  end

end

class Window_Base < Window
  def x=(x)
    super(x + DELTA_WIDTH / 2)
  end
  
  def y=(y)
    super(y + DELTA_HEIGHT/ 2)
  end
end


class Scene_Battle < Scene_Base
  def create_info_viewport
    @info_viewport = Viewport.new(0, 288, WIDTH, HEIGHT)
    @info_viewport.z = 100
    @status_window = Window_BattleStatus.new
    @party_command_window = Window_PartyCommand.new
    @actor_command_window = Window_ActorCommand.new
    @status_window.viewport = @info_viewport
    @party_command_window.viewport = @info_viewport
    @actor_command_window.viewport = @info_viewport
    @status_window.x = 128
    @actor_command_window.x = 544
    @info_viewport.visible = false
  end
end

class Scene_Item < Scene_Base
   def start
    super
    create_menu_background
    @viewport = Viewport.new(0, 0, WIDTH, HEIGHT)
    @help_window = Window_Help.new
    @help_window.viewport = @viewport
    @item_window = Window_Item.new(0, 56, 544, 360)
    @item_window.help_window = @help_window
    @item_window.active = false
    @target_window = Window_MenuStatus.new(0,  0)
    hide_target_window
  end
  
  def show_target_window(right)
    @item_window.active = false
    width_remain = WIDTH - @target_window.width
    @target_window.x = right ? width_remain : 0
    @target_window.visible = true
    @target_window.active = true
    if right
      @viewport.rect.set(0, 0, width_remain, HEIGHT)
      @viewport.ox = 0
    else
      @viewport.rect.set(@target_window.width, 0, width_remain, HEIGHT)
      @viewport.ox = @target_window.width
    end
  end
  
  def hide_target_window
    @item_window.active = true
    @target_window.visible = false
    @target_window.active = false
    @viewport.rect.set(0, 0, WIDTH, HEIGHT)
    @viewport.ox = 0
  end
end

class Scene_Skill < Scene_Base
  def start
    super
    create_menu_background
    @actor = $game_party.members[@actor_index]
    @viewport = Viewport.new(0, 0, WIDTH, HEIGHT)
    @help_window = Window_Help.new
    @help_window.viewport = @viewport
    @status_window = Window_SkillStatus.new(0, 56, @actor)
    @status_window.viewport = @viewport
    @skill_window = Window_Skill.new(0, 112, 544, 304, @actor)
    @skill_window.viewport = @viewport
    @skill_window.help_window = @help_window
    @target_window = Window_MenuStatus.new(0, 0)
    hide_target_window
  end
  
  def show_target_window(right)
    @skill_window.active = false
    width_remain = WIDTH - @target_window.width
    @target_window.x = right ? width_remain : 0
    @target_window.visible = true
    @target_window.active = true
    if right
      @viewport.rect.set(0, 0, width_remain, HEIGHT)
      @viewport.ox = 0
    else
      @viewport.rect.set(@target_window.width, 0, width_remain, HEIGHT)
      @viewport.ox = @target_window.width
    end
  end

  def hide_target_window
    @skill_window.active = true
    @target_window.visible = false
    @target_window.active = false
    @viewport.rect.set(0, 0, WIDTH, HEIGHT)
    @viewport.ox = 0
  end
end


Then add this as the first line in Main:

CODE
  Graphics.resize_screen(WIDTH, HEIGHT)


Instructions

Simply change the HEIGHT and WIDTH values to the height and width you want.

Author's Notes

Free for noncommercial use. Please contact me for licensing options if you wish to use this commercially.

However, do not redistribute this script without permission. If you want to post it on a forum I am not active on, please link to this topic.
XxZiggitxX
Hey, but Its our First VX script!
biggrin.gif

I think.
ccoa
Possibly the first English VX script, period. happy.gif
darkkyros
Thanks ccoa! Glad to see VX scripts coming out.
ccoa
Okay, this update should make this script actually useable. Some searching revealed that some of the scenes create their own viewports, which would have caused some problems with cutting off windows.

Also, I added code that will center the menu, battle windows, etc instead of having them all crushed up in the upper left corner.
TheJoan
Hello everyone,

First of all, I want to greet you for this script, I really need one like this. ^^
But I have the regret to say that something's wrong (or I don't know what I have done but let me put my doubts on it).
When I launch the game, I realize that the new size (I took 320*240) is just a corner of the original window; in my case, just the left top quarter is shown, in a 320*240px window.

I'll find a way to fix that in my side, good luck and thanks again!
ccoa
I'm not 100% sure I know what you're saying, could you post a screenshot?

My best guess is:

1. The window stayed the same size but you see black in the right and bottom. The solution is to add the line to main that I posted.

2. You made the game smaller, but that doesn't make the windows in game smaller! If you decrease the resolution, you will have to do some additional scripting to resize your various windows, such as the menu, message window, etc. This isn't a magic bullet, I'm afraid.

Also, be sure you took out the code I posted in the introduction. That will make the problem worse if you're making the resolution smaller.
TheJoan
That's 2.

Sorry, sometimes I lose my English ^^' .

Here are links to screens:

Screenshot 1

Screenshot 2

I will check once again but I'm sure I've done all you've written.

EDiT:
I did. ^^'
ccoa
Yup.

The problem here doesn't seem to be my script. Unless it's not centering on the player? That would be a problem.

The problem is that I don't do anything to rewrite the various scenes. If you're going to change the screen resolution, you will need to remodel the menu, battle, title, shop, etc scenes to fit inside your new window size. Especially if you're going smaller. I can't anticipate every possible screen resolution people might want. sweat.gif

Once I actually have a copy of VX, I can probably help you more. I may do a quick remodel for 3-4 screen sizes (probably GBA sized, PSP sized, and RMXP sized). But right now, I'm sort of shooting in the dark and I don't feel very comfortable writing things as big as menus without being able to test! tongue.gif

In general, though, you will have to make your windows smaller and probably either show less data per window or make your font smaller.

Oh, and that gives me an idea for a contest...!
Diedrupo
If anything, the screenshots prove the script work, and I'm dying to test it out when VX comes out here (I plan on upping my game's resolution to 1024x768 and testing if it's playable at that res). I'm glad Enterbrain made it much easier to mess with that stuff with the resize_screen function. smile.gif
Ember
QUOTE (TheJoan @ Jan 17 2008, 08:41 AM) *
That's 2.

Sorry, sometimes I lose my English ^^' .

Here are links to screens:

Screenshot 1

Screenshot 2

I will check once again but I'm sure I've done all you've written.

EDiT:
I did. ^^'

Yeah, it isn't ccoa's script. Like she said, you still have to change the menu and things. This goes for the title screen aswell.
Just open up your script editor and go to "Scene_Title", and at about line 155/156 it says:

CODE
    @command_window.x = (500 - @command_window.width) / 2
    @command_window.y = 288

It won't be 500 for you, it'll be like 544 or something. I changed mine a little to test it.
Just mess around the the x and y coordinates until your happy with where the Start, Continue and End box is.

;D I dunno how to do the menu or anything else though, I'll have a look.. but I know basically nothing about RGSS (Or RGSS2, obviously.), I'm just going off of common sense.

Hope this helped.


EDIT:
[
[Show/Hide] Example of the result
Diedrupo
Gah, there's a limitation to resize_screen, and that is that 640x480 is the max you can use.
Hopefully someone can get around this limitation.
TheJoan
ember2inferno:

Oh that's right, I forgot to check on the other scripts!
Thank you! wink.gif

I'll check for a way to adjust the spriteset disposition on the map (my hero appear in the right-bottom corner, this really is too bad... ^^' ).
Satosan
This is a cool script. Keep up the good work.

Anyway, if you complete it, can you perhaps post a template?
deadlydan
Hey guys, was just playing around with this script, i've got it so the player positions correctly into the middle of the screen, add this code after ccoa's and voila, there ya go smile.gif

Here's the code:

CODE
class Game_Player < Game_Character
  
  def update_scroll ( last_real_x, last_real_y )
    ax1 = $game_map.adjust_x(last_real_x)
    ay1 = $game_map.adjust_y(last_real_y)
    ax2 = $game_map.adjust_x(@real_x)
    ay2 = $game_map.adjust_y(@real_y)
    if ay2 > ay1 and ay2 > ( ( Graphics.height / 2 - 16 ) * 8 )
      $game_map.scroll_down(ay2 - ay1)
    end
    if ax2 < ax1 and ax2 <  ( ( Graphics.width  / 2 - 16 ) * 8 )
      $game_map.scroll_left(ax1 - ax2)
    end
    if ax2 > ax1 and ax2 >  ( ( Graphics.width  / 2 - 16 ) * 8 )
      $game_map.scroll_right(ax2 - ax1)
    end
    if ay2 < ay1 and ay2 < ( ( Graphics.height / 2 - 16 ) * 8 )
      $game_map.scroll_up(ay1 - ay2)
    end
  end
  
  def center ( x,  y )
    display_x = x * 256 - ( ( Graphics.width  / 2 - 16 ) * 8 )
    unless $game_map.loop_horizontal?
      max_x = ($game_map.width - 17) * 256
      display_x = [0, [display_x, max_x].min].max
    end
    display_y = y * 256 - ( ( Graphics.height / 2 - 16 ) * 8 )
    unless $game_map.loop_vertical?
      max_y = ($game_map.height - 13) * 256
      display_y = [0, [display_y, max_y].min].max
    end
    $game_map.set_display_pos(display_x, display_y)
  end
  
end
ccoa
Why didn't someone tell me it wasn't centering? sweat.gif I'd have fixed it.
deadlydan
Well, the code isn't as correct as i thought it was, i've fixed it now though, but it only works good for static resolutions, how would you do it ccoa?
Diedrupo
I didn't even notice that the player is not centered correctly, will have to go and fix that when I get home.
ccoa
The latest update should fix it.
deadlydan
Thanks for the update, you might want to know that in changed resolutions there is a problem with the map scrolling, in smaller resolutions the map never scrolls to the whole distance of the map width and height-wise, like, if i go to the edge of the map on the right, in 320x240 resolution, it cuts off a lot of the map from the right, etc.
ccoa
Thanks. That's going to be a tricky one to fix without VX. It may have to wait until it's released.
deadlydan
Well, i have some code i can share if you want, but the problem is, it only works with one resolution, 480x320, here's the script i currently used, basically converted an RMXP script i found.

CODE
module Setup
  RESOLUTION = [Graphics.width.to_f, Graphics.height.to_f]
  def self.x_value
    return RESOLUTION[0] / 544
  end
  
  def self.y_value
    return RESOLUTION[1] / 416
  end
  
  def self.c_value
    return ( ( RESOLUTION[0]  / 544 ) + ( RESOLUTION[1]  /  416 ) ) / 2
  end

  def self.h_value
    return RESOLUTION[0]
  end

  def self.v_value
    return RESOLUTION[1]
  end

  def self.variance
    return ( ( ( RESOLUTION[0] /  544 ) + ( RESOLUTION[1]  /  416 ) ) / 2 ) - 1
  end

end

class Spriteset_Map
  
  alias resolution_initialize initialize
  def initialize
    @viewport1 = Viewport.new ( 0, 0, Setup.h_value, Setup.v_value )
    @viewport2 = Viewport.new ( 0, 0, Setup.h_value, Setup.v_value )
    @viewport3 = Viewport.new ( 0, 0, Setup.h_value, Setup.v_value )
    resolution_initialize
  end
  
end

class Game_Map

  def scroll_down ( distance )
    if loop_vertical?
      @display_y += distance
      @display_y %= @map.height + 3 * ( 256 * Setup.y_value )
      @parallax_y += distance
    else
      last_y = @display_y
      @display_y = [@display_y + distance, (height + 3 - 13)  *  ( 256 * Setup.y_value ) ].min
      @parallax_y += @display_y - last_y
    end
  end

  def scroll_right ( distance )
    if loop_horizontal?
      @display_x += distance
      @display_x %= @map.width + 2 * ( 256 * Setup.h_value )
      @parallax_x += distance
    else
      last_x = @display_x
      @display_x = [@display_x + distance, (width + 2 - 17)  *  ( 256 * Setup.x_value ) ].min
      @parallax_x += @display_x - last_x
    end
  end
  
  def start_scroll ( direction, distance, speed )
    @scroll_direction = direction
    @scroll_rest = distance * ( 256 *  Setup.c_value )
    @scroll_speed = speed
  end
  
end

class Game_Character

  alias resolution_initialize initialize
  def initialize
    resolution_initialize
    @move_speed = 4 + ( Setup.variance * 2 )
  end
  
  def moving?
    return ( @real_x != @x * ( 256 * Setup.x_value ) or @real_y != @y * ( 256 * Setup.y_value ) )  
  end

  def moveto(x, y)
    @x = x % $game_map.width
    @y = y % $game_map.height
    @real_x = @x * ( 256 * Setup.x_value )
    @real_y = @y * ( 256 * Setup.y_value )
    @prelock_direction = 0
    straighten
    update_bush_depth
  end
  
  def screen_x
    return ( $game_map.adjust_x ( @real_x ) + 8007 )  / 8 - 1000 + ( 16  * Setup.x_value )
  end

  def screen_y
    y = ( $game_map.adjust_y ( @real_y ) + 8007 )  / 8 - 1000 + ( 32  * Setup.y_value )
    y -= 4 unless object?
    if @jump_count >= @jump_peak
      n = @jump_count - @jump_peak
    else
      n = @jump_peak - @jump_count
    end
    return y - (@jump_peak * @jump_peak - n * n) / 2
  end
  
  def update_animation
    speed = @move_speed + (dash? ? 1 : 0)
    if @anime_count > 18 - speed * ( 2 - ( Setup.variance * 2 ) )
      if not @step_anime and @stop_count > 0
        @pattern = @original_pattern
      else
        @pattern = (@pattern + 1) % 4
      end
      @anime_count = 0
    end
  end
  
  def update_jump
    @jump_count -= 1
    @real_x = ( @real_x * @jump_count + @x * ( 256  * Setup.x_value ) )  /  ( @jump_count + 1 )
    @real_y = ( @real_y * @jump_count + @y * ( 256 * Setup.y_value) )  /  ( @jump_count + 1 )
    update_bush_depth
  end
  
  def update_move
    distance = 2 ** @move_speed
    distance *= 2 if dash?
    @real_x = [@real_x - distance, @x * ( 256  * Setup.x_value )].max if @x * ( 256  * Setup.x_value ) < @real_x
    @real_x = [@real_x + distance, @x * ( 256  * Setup.x_value )].min if @x * ( 256  * Setup.x_value ) > @real_x
    @real_y = [@real_y - distance, @y * ( 256 * Setup.y_value)].max if @y * ( 256 * Setup.y_value) < @real_y
    @real_y = [@real_y + distance, @y * ( 256 * Setup.y_value)].min if @y * ( 256 * Setup.y_value) > @real_y
    update_bush_depth unless moving?
    if @walk_anime
      @anime_count += 1.5
    elsif @step_anime
      @anime_count += 1
    end
  end
  
end


class Game_Player < Game_Character
  
  CENTER_X = ( ( ( 544 / 2 ) * Setup.x_value ) - 48) * 8
  CENTER_Y = ( ( ( 416  / 2  ) * Setup.y_value ) - 48) * 8
  
  def center ( x, y )
    display_x = x * ( 256  * Setup.x_value ) - CENTER_X
    unless $game_map.loop_horizontal?
      max_x = ( $game_map.width - 17 ) * ( 256  * Setup.x_value )
      display_x = [0, [display_x, max_x].min].max
    end
    display_y = y * ( 256  * Setup.y_value ) - CENTER_Y
    unless $game_map.loop_vertical?
      max_y = ( $game_map.height - 13 ) * ( 256  * Setup.y_value )
      display_y = [0, [display_y, max_y].min].max
    end
    $game_map.set_display_pos ( display_x, display_y )
  end
  
end


The problem code that makes it only one resolution is this:
CODE
  def scroll_down ( distance )
    if loop_vertical?
      @display_y += distance
      @display_y %= @map.height + 3 * ( 256 * Setup.y_value )
      @parallax_y += distance
    else
      last_y = @display_y
      @display_y = [@display_y + distance, (height + 3 - 13)  *  ( 256 * Setup.y_value ) ].min
      @parallax_y += @display_y - last_y
    end
  end

  def scroll_right ( distance )
    if loop_horizontal?
      @display_x += distance
      @display_x %= @map.width + 2 * ( 256 * Setup.h_value )
      @parallax_x += distance
    else
      last_x = @display_x
      @display_x = [@display_x + distance, (width + 2 - 17)  *  ( 256 * Setup.x_value ) ].min
      @parallax_x += @display_x - last_x
    end
  end


I did a quick fix for the resolution i was in, the width + 2 for scrolling right, and height + 3 for scrolling down, the problem is, i tried to calculate a formula for this, but it doesn't seem constant with different resolutions, this script works absolutely fine for 480x320 (GBA res)

Screenshot of it in action:

Melkor Qc
About a week ago, I found a Resolution Script on a french site; I tried it and it really sets VX resolution to 640x480 without any black bars; so yes it's possible.
Dang_Khoa
QUOTE (Melkor Qc @ Feb 1 2008, 05:45 AM) *
About a week ago, I found a Resolution Script on a french site; I tried it and it really sets VX resolution to 640x480 without any black bars; so yes it's possible.


Could you please post it here?
ccoa
...Mine does that. sleep.gif
Diedrupo
QUOTE (Melkor Qc @ Jan 31 2008, 04:45 PM) *
About a week ago, I found a Resolution Script on a french site; I tried it and it really sets VX resolution to 640x480 without any black bars; so yes it's possible.


Uh the black bars go away if you set the resolution to 640x480 simply because that's the max resolution of RMVX. You start getting black bars if you make any kind of resolution lower than that. You don't need a special script for it.
dragonheartman
Wow, very nice script. The fact that RGSS2 allows you to change the screen resolution makes me want to use VX.
ccoa
There's a screen resolution script for XP, too. sweat.gif It's just more complicated in RGSS, but that doesn't really matter to the end user, only the scripter.
Chipnyu
Now I haven't scripted in a while, but when I tried out your script, I got this error:

???? 'scriptname' ? 117 ??? Type Error ????????

undefined superclass 'Scene_Base'

...What is this?
ccoa
Are you trying to use this in XP? sweat.gif
Yuu
i thinks is a nice script but i am a noob =(...where i need put this script?after what?
ccoa
Insert a new section right before the section titled Main. Paste it there.
Yuu
Oh thanks! ^^ and...i have this in my main:
QUOTE
#==============================================================================
# ■ Main
#------------------------------------------------------------------------------
#  各クラスの定義が終わった後、ここから実際の処理が始まります。
#==============================================================================

unless Font.exist?("UmePlus Gothic")
print "UmePlus Gothic フォントが見つかりません。"
exit
end

begin
Graphics.freeze
$scene = Scene_Title.new
$scene.main while $scene != nil
Graphics.transition(30)
rescue Errno::ENOENT
filename = $!.message.sub("No such file or directory - ", "")
print("ファイル #{filename} が見つかりません。")
end


in what part i need put this ?

QUOTE
Graphics.resize_screen(WIDTH, HEIGHT)
ERZENGEL
After begin is the best place wink.gif
ccoa
No, no, no, no. Not in Main, above Main. Right click in the editor on Main and select Insert. That will insert a new section in the script editor. Paste this script in that new section.
Yuu
yeah i understand....its ok, works fine thank you =) !!

i have now my fullscreen without any black bars wink.gif
MISTER BIG T
Can this make resolution larger, like 1280x1024?
ccoa
According to people who have used it, it apparently maxes out at 640x480. I'll look into resolving this once Enterbrain gets off their collective asses and releases VX already.
Daray
First, sorry for my bad english. Location is Germany but i try to handle my description wink.gif . So thx for that script, i love it. The window size is smaller than 640 pixel and it looks better that way. All works fine, but theres one problem with the battle windows (scene). First i tried the rmvx battleback. At 640 pixel the wave is inside this resolution, so i think the reason for the enterbrain 466 pixel resolution is to hide the wave below the black border.
One solution is to set the wave from 8 to 0, result is standing still picture but looks crap.
The second one i tried is the actual map as battleback. Not useful for sideview battle system, in most cases the enemy or your party appear on tiles like wall, trees etc.
Last but not least i will use the rmxp battlebacks, there 50 of them in the rtp and they look okay so far. Problem is the resolution of 640 x 320. I stretched them to 640 x 480 but looks bad also. So i switched back to the height of 320. But then the background of the battle windows is black. Is it possible to make a sniplet of code which can implement a background picture below the battleback with the resolution of 460 x 160 to fill the screen?
Next problem is a bit difficult to describe. In case the windows in the battle scene switched, the target window overlays the status window. At the resolutio of 640 theres now on the right side a transparency effect of about 30 pixel i think, where you can see the mana bar of the status window below shining trough when the target window appears.

I hope i described it right, and yes i know easiest way to handle the background is using a 640 x 480 battleback. But i try using the ones from the rmxp rtp. And i cant find the problem of the tranparency effect between the status and the target window in the battle.

So thx for help and any suggestions od feedback, greetings Daray.
ccoa
This is really getting too difficult to troubleshoot blind this way. I'm sorry, but I probably can't help anyone until VX is released. It's just too much of a pain to try to track down bugs in code you can't run.
Daray
No problem, just for better description i made two screenshots for an example. In the first shot you can see that the windows in the battle scene switch half outside of the screen, so the target/status windows have to be smaller or like before larger so it switches right way in the higher resolution:



Here is the another problem in case using the higher resolution. Theres the transparency effect, it depends like upper shot on the resolution and the size of the windows.

ccoa
Impatient much? It was just freaking released yesterday! I have two jobs, a family, and a bunch of commitments other than this particular script. I will get to it, but I can't drop everything, leave work, and cater to you. sleep.gif
Daray
I hope you understood that right, like i said itīs no problem. I have the same situation with family, work and so on. Wasnīt me asking where you are biggrin.gif .
Okay, i tested in the english version. I checked another problem (Map Looping): If i dont use your script, just the Graphics.Resize command to 460x480 the game will appear in the top left. That was clear so far, i checked if the map will loop or if theres an problem in your script. I can say, no problem in your script.
Even with the resize command itself some maps (not sure why and which size) will loop, that means i walk down or right theres a short loop. Means, 1 or 2 lines from the top and left side of the map appear again.
I hope i described right again dry.gif . Its no complete loop of the map, just 2 or 3 tile sizes the map is repeating (setting of the map is no loop for sure).
Jediknightjace
QUOTE (ccoa @ Mar 1 2008, 09:29 AM) *
Impatient much? It was just freaking released yesterday! I have two jobs, a family, and a bunch of commitments other than this particular script. I will get to it, but I can't drop everything, leave work, and cater to you. sleep.gif


I'm pretty sure Yuu was kidding, hence the "lol". I thought it was funny, anyway. I, for one, perfectly understand having other responsibilities, and we appreciate what you have gotten done. No need to bite the guy's head off, though.

Anyway, ccoa, just thought I'd compliment you on an amazing script. It takes a lot of customizing to get everything to look right on a different resolution, but boy is it ever worth it.
ccoa
First, it's not remotely funny, and second, humor and sarcasm do not translate well to text form. Especially when given the quality of the rest of his post (lack of capitalization, excessive and missing punctuation, chatspeak shorthand) he seems like the type to add "lol" to just about anything.

Do you have any idea how often people pester me about scripts, resources, etc? It was old three years ago.
mikeDman1988
QUOTE (ccoa @ Feb 27 2008, 06:43 AM) *
This is really getting too difficult to troubleshoot blind this way. I'm sorry, but I probably can't help anyone until VX is released. It's just too much of a pain to try to track down bugs in code you can't run.



Well... its been released ready to update it and stuff yet? smile.gif cant wait for this wonderful script.
Ilikepie123
QUOTE (ccoa @ Jan 16 2008, 02:23 PM) *
Yup.

The problem here doesn't seem to be my script. Unless it's not centering on the player? That would be a problem.

The problem is that I don't do anything to rewrite the various scenes. If you're going to change the screen resolution, you will need to remodel the menu, battle, title, shop, etc scenes to fit inside your new window size. Especially if you're going smaller. I can't anticipate every possible screen resolution people might want. sweat.gif

Once I actually have a copy of VX, I can probably help you more. I may do a quick remodel for 3-4 screen sizes (probably GBA sized, PSP sized, and RMXP sized). But right now, I'm sort of shooting in the dark and I don't feel very comfortable writing things as big as menus without being able to test! tongue.gif

In general, though, you will have to make your windows smaller and probably either show less data per window or make your font smaller.

Oh, and that gives me an idea for a contest...!

A. Nice script. Its REALLY useful.
B. U DONT EVEN HAVE VX? WOW!
ccoa
I'm going to close this, since people can't be patient. I will reopen it once I update it.
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