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RPG Maker Resolution

Hello folks. i may remember some time ago that i had a question about if it is possible to change the resollution from 640x480 to higher? i was playing around with some leveling and i found the resolution to small to show details into the level. from what i remember, it would be neccesarry to change the whole standart script and every following script. is that true?
 
I think some of the menu displays are drawn in specific X and Y coordinates with fixed width and height. If you were to make the screen wider you would have to put in new coordinates. Otherwise the menu would still be 640x480 and the rest of the screen would be empty space.

Edit: You'll also have to change coordinates of pictures if you use show picture in the event menu. If you have any that you are already using.
 
Well, I typed in "rmxp change resolution" in google and found this script made by foreverzero. Like I suspected you'll have to reconfigure the menu and battle layouts to fit the new size. You'll want a resolution that everyone can use. 1600x900 wouldn't work for me because my laptop is only 1366x768.

copied from Wikipedia: Common resolutions for 16:9 are 640x360, 854x480, 960x540, 1024×576, 1280×720, 1366×768, 1600×900, 1920×1080, 2048x1152, 2560×1440, 3840×2160 and 4096x2304

http://www.rmxpunlimited.net/forums/top ... esolution/

edit:
Oh look, he even posted it here too.

viewtopic.php?f=11&t=74937&p=843774&hilit=Custom+Resolution#p843774
 
At 1240x700 all your maps will have to be a minimal of 39 tiles high and 22 wide to fill the screen with out a black edge on the sides and bottom. And that'll cut off some pixels because the tiles are 32pixels X 32 and won't fit evenly.

1024 x 576 used in the demo fits the tiles perfectly. So that's recommended. That would mean your maps will have to be 32 tiles wide and 18 high exactly.
 
also i have a first issue :/
this is how it looked like without script:
BSxye.png



this is wat it does :(
ogbO5.jpg


i use mog-scripts, the revision of dervvulfman :( it wont display the backgrounds of the menus, instead he puts them behind the tileset. makes me sad :( i was so enthusiastic
 
The resolution script adds too many complications for my taste else it would be awesome to have in any project (Tough I would rather have a sort of script that does this but only in the full screen mode).
 
Ah ha! I figured it out. You just need to move the mnlay stuff below Mn_back and spriteset_map.new
I think the resolution script would draw the moving background (if it was enabled) or the tile map over the menu layout because thats the order its written in the script. Worked for me, but your script might look a little different from the version I was looking at.

resolution_menu_solution.png
 
It works :D it was slightly different from the pic you had, but ive got the idea.

CoxYd.png


on the left side you have the script after change, on the right side befor. on the left side where the numbers are, are colored lines that indicate the section of the script. therefor even without reading the script you can see the changes by color :)

HOW CAN I THANK YOU? ლ(ಠ益ಠლ)

edit: one last thing; my titlescreen requires that the options like new game, continue, etc work from left to right, not up to down. how do i fix that o: ? i guessed it might be in scene title, rather than in the mog menu, it is MOG - Scene Title Celia O:

the rest works ultra fine :)
 
The mog titlescreen uses pictures instead of cursors. All you have to do is edit the pictures to change where the new game options appear.
But You'll have to do a similar fix so that the resolution script draws the commands infront of the title background. Just move the com stuff like this
title_solution.png
 
well yeah that works fine and everything, i figured that out and it shows on to. the thing is, basic titlemenus are build like this:

-new game
-continue
-end game

mine is like this:

new game - continue - end game

basically it is set like this when i push up and down i change the options from top to bottom. i would like to have it from left to right :)
 
This is kind hard to explain if you don't have any knowledge of how the command windows and selection works.
Basically you need to make a new method in the Window_command to use 3 columns, pretty simple. Then have the title screen call that method.
I created a new method "columns" in the window command class:

class Window_Command < Window_Selectable
  #--------------------------------------------------------------------------
  # Adds 3 columns for the title screen
  #--------------------------------------------------------------------------
  def columns
    @column_max = 3
  end
end

Then called that method after the titlescreen creates a new command window.
@command_window = Window_Command.new(196, [s1, s2, s3] )
@command_window.columns

Here's title screen with the changes. Again, it might be a different version then what you're using.
Code:
#_________________________________________________

# MOG Animated Title Celia V1.6            

#_________________________________________________

# By Moghunter    

# [url=http://www.atelier-rgss.com]http://www.atelier-rgss.com[/url]

#_________________________________________________

# Tela de titulo animada por frames.

# Para nomear os frames de imagens nomeie da seguinte forma.

#

# Title0.jpg /Title1.jpg / Title2.jpg / Title3.jpg /... 

#

# Coloque o nome Title + o numero do frame.

# (A quantidade de frames é ilimitada.)

# Ainda serão necessários as imagens de comando.

#

# Com_01.jpg / Com_02.jpg / Com_03.jpg

#

# Todas as imagens devem ficar na pasta GRAPHICS/TITLES/

module MOG

  #Ativar fullScreen automático.  

  FULL_SCREEN = false

  #Velocidade da animação

  BACKTITLESPEED = 10

  #Posição do comando.

  COM_X = 0  # Com X Pos

  COM_Y = 0  # Com Y Pos

end

 

class Window_Command < Window_Selectable 

  #--------------------------------------------------------------------------

  # Adds 3 columns for the title screen

  #--------------------------------------------------------------------------

  def columns

    @column_max = 3

  end

end

 

#===============================================================================

# Scene_Title

#===============================================================================

class Scene_Title

  def main

    if $BTEST

      battle_test

      return

    end

    $full_screen += 1

    if MOG::FULL_SCREEN == true and $full_screen == 1

    $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' ' 

    $showm.call(18,0,0,0) 

    $showm.call(13,0,0,0) 

    $showm.call(13,0,2,0) 

    $showm.call(18,0,2,0)

    end             

    $data_actors        = load_data("Data/Actors.rxdata")

    $data_classes       = load_data("Data/Classes.rxdata")

    $data_skills        = load_data("Data/Skills.rxdata")

    $data_items         = load_data("Data/Items.rxdata")

    $data_weapons       = load_data("Data/Weapons.rxdata")

    $data_armors        = load_data("Data/Armors.rxdata")

    $data_enemies       = load_data("Data/Enemies.rxdata")

    $data_troops        = load_data("Data/Troops.rxdata")

    $data_states        = load_data("Data/States.rxdata")

    $data_animations    = load_data("Data/Animations.rxdata")

    $data_tilesets      = load_data("Data/Tilesets.rxdata")

    $data_common_events = load_data("Data/CommonEvents.rxdata")

    $data_system        = load_data("Data/System.rxdata")

    $game_system = Game_System.new

    s1 = "New Game"

    s2 = "Continue"

    s3 = "Shutdown"

    @command_window = Window_Command.new(196, [s1, s2, s3] )

    @command_window.columns

    @command_window.back_opacity = 160

    @command_window.x = 320 - @command_window.width / 2

    @command_window.y = 288

    @command_window.visible = false

    @continue_enabled = false

    @frmtitle = Sprite.new

    @frmtitle.bitmap = Bitmap.new(640,480)

    @frmtitle.bitmap = RPG::Cache.title("Title0") rescue nil 

    @backtitleref = 0 

    @backtitlespeed = 0

    @com = Sprite.new

    @com.bitmap = RPG::Cache.title("Com_01") rescue nil 

    @com.z = 10

    @com.x = (MOG::COM_X)

    @com.y = (MOG::COM_Y)

    for i in 0..3

      if FileTest.exist?("Save#{i+1}.rxdata")

        @continue_enabled = true

      end

    end

    if @continue_enabled

      @command_window.index = 1

    else

      @command_window.disable_item(1)

    end

    $game_system.bgm_play($data_system.title_bgm)

    Audio.me_stop

    Audio.bgs_stop

    Graphics.transition

    loop do

      Graphics.update

      Input.update

      update

      if $scene != self

        break

      end

    end

    Graphics.freeze

    @command_window.dispose

    @frmtitle.dispose

    @com.dispose

  end

  

#--------------------------------------------------------------------------

# Update

#--------------------------------------------------------------------------  

  def update

    @command_window.update

     case @command_window.index

     when 0

     @com.bitmap = RPG::Cache.title("Com_01") rescue nil       

     when 1

     @com.bitmap = RPG::Cache.title("Com_02") rescue nil       

     when 2

     @com.bitmap = RPG::Cache.title("Com_03") rescue nil 

     end       

    if Input.trigger?(Input::C)

      case @command_window.index

      when 0  

        command_new_game

      when 1  

        command_continue

      when 2 

        command_shutdown

      end

    end

     @backtitlespeed += 1    

  if @backtitlespeed > MOG::BACKTITLESPEED 

     @backtitleref += 1

     @backtitlespeed = 0

  end

  if @frmtitle.bitmap != nil 

  @frmtitle.bitmap = RPG::Cache.title("Title" + @backtitleref.to_s) rescue nil

  end

  if @frmtitle.bitmap == nil 

     @backtitleref = 0 

  @frmtitle.bitmap = RPG::Cache.title("Title" + @backtitleref.to_s) rescue nil

  end  

  end

#--------------------------------------------------------------------------

# Command_New_Game

#--------------------------------------------------------------------------

  def command_new_game

    $game_system.se_play($data_system.decision_se)

    Audio.bgm_stop

    Graphics.frame_count = 0

    $game_temp          = Game_Temp.new

    $game_system        = Game_System.new

    $game_switches      = Game_Switches.new

    $game_variables     = Game_Variables.new

    $game_self_switches = Game_SelfSwitches.new

    $game_screen        = Game_Screen.new

    $game_actors        = Game_Actors.new

    $game_party         = Game_Party.new

    $game_troop         = Game_Troop.new

    $game_map           = Game_Map.new

    $game_player        = Game_Player.new

    $game_party.setup_starting_members

    $game_map.setup($data_system.start_map_id)

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    $game_player.refresh

    $game_map.autoplay

    $game_map.update

    $scene = Scene_Map.new

  end

  

#--------------------------------------------------------------------------

# Command_Continue

#--------------------------------------------------------------------------  

  def command_continue

    unless @continue_enabled

      $game_system.se_play($data_system.buzzer_se)

      return

    end

    $game_system.se_play($data_system.decision_se)

    $scene = Scene_Load.new

  end

#--------------------------------------------------------------------------

# Command_Shutdown

#--------------------------------------------------------------------------  

  def command_shutdown

    $game_system.se_play($data_system.decision_se)

    Audio.bgm_fade(800)

    Audio.bgs_fade(800)

    Audio.me_fade(800)

    $scene = nil

  end

#--------------------------------------------------------------------------

# Battle_Test

#--------------------------------------------------------------------------  

  def battle_test

    $data_actors        = load_data("Data/BT_Actors.rxdata")

    $data_classes       = load_data("Data/BT_Classes.rxdata")

    $data_skills        = load_data("Data/BT_Skills.rxdata")

    $data_items         = load_data("Data/BT_Items.rxdata")

    $data_weapons       = load_data("Data/BT_Weapons.rxdata")

    $data_armors        = load_data("Data/BT_Armors.rxdata")

    $data_enemies       = load_data("Data/BT_Enemies.rxdata")

    $data_troops        = load_data("Data/BT_Troops.rxdata")

    $data_states        = load_data("Data/BT_States.rxdata")

    $data_animations    = load_data("Data/BT_Animations.rxdata")

    $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")

    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")

    $data_system        = load_data("Data/BT_System.rxdata")

    Graphics.frame_count = 0

    $game_temp          = Game_Temp.new

    $game_system        = Game_System.new

    $game_switches      = Game_Switches.new

    $game_variables     = Game_Variables.new

    $game_self_switches = Game_SelfSwitches.new

    $game_screen        = Game_Screen.new

    $game_actors        = Game_Actors.new

    $game_party         = Game_Party.new

    $game_troop         = Game_Troop.new

    $game_map           = Game_Map.new

    $game_player        = Game_Player.new

    $game_party.setup_battle_test_members

    $game_temp.battle_troop_id = $data_system.test_troop_id

    $game_temp.battle_can_escape = true

    $game_map.battleback_name = $data_system.battleback_name

    $game_system.se_play($data_system.battle_start_se)

    $game_system.bgm_play($game_system.battle_bgm)

    $scene = Scene_Battle.new

  end

end

 

$full_screen = 0

$mog_rgss_title_celia = true
 

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