Help with Animation File Frame Sizes

kibcob

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Okay, I've been trying to make an Animation in RMVXA. The original file with the 1:1 pixel size ratios works just fine; but the only problem is that when they appear in-game, the frames look too wide and fat. I've tried adjusting the ratio of the original picture to the correct ratio where it doesn't appear too widened, and it should appear like that, however the sizes of the frames that RMVXA automatically selects is not compatible with the resized version, and I end up getting cells that look like this;


help1.png


As you can see, the character is cut off and the frame seems to be in an odd position. I want to avoid this and instead have the cell somehow resized in order to look a little something more like this;


help2.png


Here the character is set into the cell just fine, but as I stated earlier, with this 1:1 pixel size ratio, the character looks too wide in game with the given aspect ratio to the character. If I cannot change the cell size, that'll be just fine. I would at the very least like to know how to set a resolution at a 1:1 ratio. Below is the original, 1:1 picture.


shootbetter.png


Below is the same picture, however, adjusted to a 16:9 ratio.


$shootfinal.png


If anybody can tell me how to change the size of the cells for animation, or how I can change the resolution to a 1:1 aspect ratio, I will be exceeding grateful. Thank You!
 

Shaz

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You cannot change the size of the animation sprites - or at least the width.  You MUST have 5 cells per row, and they MUST be the size specified in the Ace help file.


If they look too big in game, double-click on the animation when you place it and use the scaling settings to change it.
 

kibcob

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You cannot change the size of the animation sprites - or at least the width.  You MUST have 5 cells per row, and they MUST be the size specified in the Ace help file.


If they look too big in game, double-click on the animation when you place it and use the scaling settings to change it.
Okay, so since I cannot change the sprite sizes, is there any way I can change the resolution to a safe 1:1 aspect ratio?
 

Shaz

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I just tried it with your image and it looks fine.  It would help if you posted a pic of what it looks like in your version without narrowing the image.  What I see when I do it is exactly what you've got in your second image - the one you want it to look like.
 

kibcob

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I just tried it with your image and it looks fine.  It would help if you posted a pic of what it looks like in your version without narrowing the image.  What I see when I do it is exactly what you've got in your second image - the one you want it to look like.
oddsizes.png


Okay, I've noticed that this picture looks perfectly fine. The printscreen came out at the resolution that was set as 800x600. But, when the game shows up, it is stretched to fill the entire screen (1920x1080), stretching the pixel dimensions, thus resulting in them being odd-looking. Do you have a resolution script that I can use that will make it look like how you have it? My script that I use is as follows;


Graphics.resize_screen(800, 600)
rgss_main { SceneManager.run }


I believe That this is the script you mentioned in the thread 





But see if that 800x600 resolution works for you. If so, It might just be my own perception that gives me an annoying irk and makes me think that it's widened.
 
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Shaz

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Are you running it in full screen mode?  In that case, it WILL stretch if your monitor does not have a 4:3 aspect ratio.  That is a function of your graphics card, and you should be able to tell it not to stretch - in that case it will put black borders on the edges.  This depends entirely on the hardware & drivers you are using, and what you see, and what you do to change/fix it, will have no impact on what others see when they play the game, as they will likely not be using the same hardware or drivers and they may not even be playing in fullscreen mode.
 

kibcob

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Are you running it in full screen mode?  In that case, it WILL stretch if your monitor does not have a 4:3 aspect ratio.  That is a function of your graphics card, and you should be able to tell it not to stretch - in that case it will put black borders on the edges.  This depends entirely on the hardware & drivers you are using, and what you see, and what you do to change/fix it, will have no impact on what others see when they play the game, as they will likely not be using the same hardware or drivers and they may not even be playing in fullscreen mode. 
Yeah, I do run it in fullscreen. So you're saying I should consult my graphics card in order to put borders to make a 4:3 instead of changing something RMVXA? If there is some way to put black borders in RMVXA, please tell me.
 

Shaz

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I have already told you what to do.
 

Andar

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The game can't be resized to 800x600 and the resize problem is only on fullscreen on your monitor.


1) If you play windowed, the aspect ration will always be 1:1 and maintained - but probably very small on your monitor.


2) if you want the fullscreen to maintain the correct aspect ratio, then the gamescreen needs to have the same aspect ratio as your monitor.


3) the graphics library of Ace is limited to a maximum of 640x480 for technical reasons - any larger command like your graphics.resize_screen(800,600) will be limited to 640x480.


4) there is a zoom script that can pretend to have a larger screen by using windows zoom to stretch the game to any solution, but that is only for external zoom, it cannot override the internal maximum of 640x480 and as a result it will distort the graphics unless you use exact multiples for zooming.


5) if you want a 16:9 ratio on the fullscreen display, you need to set the game size to a 16:9 size that is below 640x480. For example use the screen size 640x360 and the aspect ratio will be maintained on fullscreen.


6) If you use 640x360 and someone has a 4:3 display, then that player will get distortions because that is not a 4:3 ratio.


Sorry, no way around these problems with Ace - one of the biggest advantages and selling points of MV has always been that MV has no size limit for the screen.


EDIT: Clarification because of ninja'd posts - I answered to the post three posts above


And unfortunately not every display driver has the option Shaz wrote about in the posts directly above
 
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