cant figure out how to increase screen size or viewing area

Rcj8993

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I want the viewing area/screen size to be 21 squares wide and about 12 or 13 long.


I cant figure this out at all but it would help so that scenes are in full view for the project im helping with


I don't mean the map, I mean the viewing window
 
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Zane

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The max size is 20X15 tiles otherwise known as 640X480

just put this in the script editor above main

Graphics.resize_screen(640, 480)
 

Sixth

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You can do it with this awesome script:

I am using 800x600 resolution in my project, and I can see around 24-26 tiles horizontally and around 18-20 vertically (not sure, never checked it actually, but I can see much more tiles than with the default maximum resolution, which is 640x480).

The script itself wont change your resolution, you need to do that yourself.

If I remember right, the code looks like "Graphics.resize(x, y)" or something similar.

You can also use any other custom script where you can edit your game resolution (Yanfly's Core Engine script, for example), just make sure that the unlimited resolution script is above every other custom script.

Be advised thou, the size of the resolution will affect your FPS rate. Use an anti-lag script to avoid it as much as you can. I recommend Moghunter's anti lag script, because you can set what will your game refresh on the map measured by the distance from your actor on the screen. This includes events as well, so a warning: in certain conditions, some off-screen events can stop functioning. But if you know proper eventing, this will not be an issue. But if, by any chance, you are using Mirror movement script from TDS, make sure to not move any event out of the screen that is actually mirroring the player's movement, or your game will crash. So far, that is the only issue I encountered, and fixing it took me a few minutes only.

Okay, have fun with your new resolution and your new range for the area of view!
 

Andar

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I don't mean the map, I mean the viewing window
You can't have one without the other, the map is the basis of the display.
Also be adviced that if you change the resolution, you also change the minimum map size - if you try to use a map that is smaller than the resolution, the engine will start to behave oddly and have problems with the map display.
 

Clord

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You can't have one without the other, the map is the basis of the display.


Also be adviced that if you change the resolution, you also change the minimum map size - if you try to use a map that is smaller than the resolution, the engine will start to behave oddly and have problems with the map display.
Unlimited Resolution script claims that there is code in it to fix that.


Interesting.
 

Sixth

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There is a fix for that, no worries.

I am using that script with another 200+ scripts, and the only issue I had is the one I mentioned above, but that is an "issue" from the anti-lag script, and not from the resolution script.

It will drop the FPS a bit, but other than that, it works like a charm!

Ohh, I almost forgot, that Falcao's Interactive System will become buggy if using higher resolution than the default one, which is a major side-effect. The script works pretty well when you are on a smallest sized map, works well even on higher sized ones, as long as your map can't actually scroll anywhere, meaning it can not be bigger than what you can see in your game window. If it becomes bigger, every time you use a tool, the screen will jump to the upper left corner of your map regardless of your actor's current position. This also happens on map transfers as well.

I tried to fix this, but so far, I did not succeed, unfortunately.

There is a temporary "fix" for this (or maybe it's better to call it a "workaround") with another great script called Camera Target by Tsukihime.

All you have to do is to make a parallel common event (use a dummy switch that is always on) that makes the camera target the actor all the time. If your game's FPS drops below 10 (like for me, making my game on a very, very old laptop -.-), you might see some screen centering delays for a few milliseconds. This should not happen on normal level of FPS thou.
 
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