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Fullscreen

Is there any way to have RMXP run in full screen, without stretching the graphics? So a larger resolution basically. Or will I have to wait for a future RPGmaker engine to introduce this? The default teeny tiny window wouldn't do a decent game any justice...

Thanks for reading.

-Silver-
 
There are scripts that can help you change the resoulation, and their is a button combination that makes it fullscreen, though I think that's what you were talking about with stretching the graphics. There is also a script somewhere that gives the player the option of making it fullscreen at the start.

I'd give you links, but I have no idea where those are now...
 
As far as I know, there are no working scripts for this, they all strectch the Graphics, just like you pointed out.
The only possibility as of now is to wait for a new RPG maker engine, or modify RMXP itself, (perhaps a rewritten Game.exe) but that would be considered reverse engineering, and that's not very legal as far as I know.

But obviously, If i',m mistaken feel free to correct me.
 
Fallen":2kdko2cs said:
As far as I know, there are no working scripts for this, they all strectch the Graphics, just like you pointed out.
The only possibility as of now is to wait for a new RPG maker engine, or modify RMXP itself, (perhaps a rewritten Game.exe) but that would be considered reverse engineering, and that's not very legal as far as I know.

But obviously, If i',m mistaken feel free to correct me.

Well, it would only take a few small modifications of some already posted scripts to change RPG Maker XP's screen to the fullscreen resolution without stretching the graphics. The real problem, after doing that, is resizing everything in the game to fit. Not to mention that maps that are smaller than the screen size will give an error, which isn't something you want. All in all, a daunting task.
 
add these lines in the beggining of Main script:
unless $keybd
$keybd = Win32API.new 'user32.dll', 'keybd_event', ['i', 'i', 'l', 'l'], 'v'
#Recognizes keyboard
end
$keybd.call 0x12, 0, 0, 0
$keybd.call 13, 0, 0, 0
$keybd.call 13, 0, 2, 0
$keybd.call 0x12, 0, 2, 0
 
nowayskill":1i5ovo2s said:
add these lines in the beggining of Main script:
unless $keybd
$keybd = Win32API.new 'user32.dll', 'keybd_event', ['i', 'i', 'l', 'l'], 'v'
#Recognizes keyboard
end
$keybd.call 0x12, 0, 0, 0
$keybd.call 13, 0, 0, 0
$keybd.call 13, 0, 2, 0
$keybd.call 0x12, 0, 2, 0

nowaysakill, that "script" would stretch the Graphics, just like we said before.

-Silver-:
Luckily, I was worng, I searched and found a script made by Near Fantastica a long time ago (like 2005-06).
It resizes the game screen, it does not stretch the graphics, and If the Graphics or windows are smaller than the screen, it fills the blank part with black, so it doesn't throw any error.
The bad (or not so bad) side of it is that the size of the screen is set to your screen max resolution, so I don't know if there is a way to make a default screen size.
If you want me to, I can give you the Link.
 
Fallen":86pzxn5x said:
nowayskill":86pzxn5x said:
add these lines in the beggining of Main script:
unless $keybd
$keybd = Win32API.new 'user32.dll', 'keybd_event', ['i', 'i', 'l', 'l'], 'v'
#Recognizes keyboard
end
$keybd.call 0x12, 0, 0, 0
$keybd.call 13, 0, 0, 0
$keybd.call 13, 0, 2, 0
$keybd.call 0x12, 0, 2, 0

nowaysakill, that "script" would stretch the Graphics, just like we said before.

-Silver-:
Luckily, I was worng, I searched and found a script made by Near Fantastica a long time ago (like 2005-06).
It resizes the game screen, it does not stretch the graphics, and If the Graphics or windows are smaller than the screen, it fills the blank part with black, so it doesn't throw any error.
The bad (or not so bad) side of it is that the size of the screen is set to your screen max resolution, so I don't know if there is a way to make a default screen size.
If you want me to, I can give you the Link.
Fullscreen = changing your computer resolution to 640 * 480 that's all
BUT you can change the screen resolution
using an API call
use slywn resolution script and call the full screen method..
 
nowayskill":3s61i7jo said:
Fullscreen = changing your computer resolution to 640 * 480 that's all
BUT you can change the screen resolution
using an API call
use slywn resolution script and call the full screen method..

This is what -Silver- wrote:
"Is there any way to have RMXP run in full screen, without stretching the graphics? So a larger resolution basically"
your script makes 640x480 fit the entire window, so basically the Graphics just stretch to fit the screen size.
What -Silver- Wants, on the other hand, is a script that shows a larger portion of the map, so it fits the entire screen size, but not stretch the graphics.
Or at least that's how I understood it.
 
As I have already stated, there are scripts that can do this. I can probably make a quick edit to a script I've posted here several times, and have it automatically change the window size to fullscreen without stretching the game. The problems that arise are from how other scripts, such as the tilemap, are set up, and what happens when something is too small for the new window size.
 
What I would like to see is a script that Stretches (doubles, triples, whatever) the graphics to full screen, but maintains the aspect ratio... Especially when used on wide screen monitors, just filling the empty space with black.
 

Jason

Awesome Bro

Myrmior":11bmev08 said:
What I would like to see is a script that Stretches (doubles, triples, whatever) the graphics to full screen, but maintains the aspect ratio... Especially when used on wide screen monitors, just filling the empty space with black.

Or you could have it in fullscreen and use the widescreen script ?
 
Fallen":1rds9ank said:
What -Silver- Wants, on the other hand, is a script that shows a larger portion of the map, so it fits the entire screen size, but not stretch the graphics.
Or at least that's how I understood it.

Yup, that's exactly what I meant. Apologies if it sounded confusing in the OP.

So from what I can gather, there are scripts to achieve this, but they come with their own problems. I'm assuming text boxes may not fit a larger size unless specifically made for a certain resolution, and the text itself will have to be made smaller for a larger resolution to avoid looking stretched. On top of that, if a game made this way was given to someone else to play, they would have to play in the same resolution as me. Not everyone has widescreen monitors, and certainly not everyone uses 1680x1050 as their standard resolution... So presumably, if this were to work, I would have to provide an option (on the title screen perhaps) that allows the player to select which resolution to play in. The selection would trigger a script, changing the size of the game screen, the text, and the text boxes, all of which would have to pre-made and associated to each script. Am I on the right track here? If so, that's a hell of a lot of effort!

Thanks for all the feedback, I appreciate it.

-Silver-
 

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