FullScreen problem

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Chucksaints

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So I have the script Σ Fullscreen and for me it's great! at least not in fullscreen!

Don't get me wrong, in terms of screensize it's great but In fullscreen it gets images/text resized and it looks pixelated (as the image shows)





Normal Screen:

Looks great right?






Full screen:

So much pixelated fonts/image :(


Is there any script that I should know to make it look better?

At the very least least to look the original RMVXA, I prefer blurry than pixelates lols



Thankss
 
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Andar

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resizing in 2D almost always blurs the image - can't be done any other way.
The only exception is if the resize is 200%, 300% or any full number.

Think about it - if you were to resize by 150%, then a sequence of 2 pixels would become 3 pixels. let's they you had a sharp border between black and white, and now there is a third pixel between them. What color should that third pixel get?
Most resizing formulae decide to mix the neighbors - black and white means a grey pixel between them. THAT is your "blur".
Some resizing formulae decide to randomly use one - black and white would become black white white. That would result in your player having a left leg that is thicker than the right leg or similiar idiotic looking distortions.

And since you can't know the fullscreen-size of the player, the maximum you could do is to set the game to a size that would fit your monitor perfectly and still have the image blurred for 95% of all other players.
 

gstv87

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fonts are bitmaps, and all bitmaps will pixelate when they're stretched.
the fix for that should be to remake the Window object and change the way it draws bitmaps, not to mention a fully customizable interface plugin that takes into account borders, indentations and shadows.

that's a lot of work.
 

Chucksaints

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Ah ok. So in your opinion what's the best resolution?
Also, is this script aproved by the EULA?

thank you for your response
 

Chucksaints

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This script can resize the size of the "windowed mode" and it looks perfect, the only problem is in fullscreen, at least I would like to minimize the pixelate effect .

I tried to aplly different zoom full numbers as @Andar said but it always do the same effect, is it because the script calculates the screensize of the player? the problem is that if I leave the script untouched ir creates lag because of the screen resolution (1366 x 768) or maybe because of the pc performance Idk
 

Andar

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The problem here is that the maximum default resolution of Ace is 640x480. Based on that the 200% would be 1280x960.
going back from 1366x768 possible screensizes to get things without blur would be 683x384 (200%) or 455x256 (300%).

Which means you can't get your game without blur in fullscreen - 455x256 is impossible small as a screen size (it would be equivalent to 14x8 tiles mapsize visible on screen), and the other way would be to set your Ace game to 640x384 to get minimal blur with a screensize that shows a map of 20x12 tiles.

Sorry, but that are the limits imposed by the closed-source display dll that can't be modified in any way without breaking the EULA.
If you want a more modern screensize, you have to switch to MV (which has abslutely no imposed limit on screen size).
 

Chucksaints

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thank you for you response :) this can be closed
 

Shaz

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Just report your first post and let the mods know it's resolved, and they'll close it for you.
 

mlogan

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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