BNF

Warper
Member
Joined
Aug 27, 2020
Messages
1
Reaction score
0
First Language
Polish
Primarily Uses
RMMZ
Hi, I've made simple plugin, that's allow user to control separately, both window size and in-game resolution (just like many MV plugins but now in MZ) everything works fine, but after upscaling game resolution to fill the window, the game looks kinda blurry sadly.

I managed to fix it using a Visustella Core plugin for MZ, where I choose Pixel Image Rendering. But I don't want to use this plugin just to remove blur. Sadly, this plugin is encrypted so I can't check how they remove blur...

So... if someone please be so kind and explain me how to remove this blur? :/
 

Soulrender

Jack Of All Trades
Veteran
Joined
Jan 12, 2019
Messages
972
Reaction score
566
First Language
Poland
Primarily Uses
RMMV
You can try other thing, open file gamefont.css in font directory of your project and paste it:
Code:
canvas{
  image-rendering: pixelated;
}

I don't know differences between plugin and this method to remove blur, but I'm very happy with the result just editing css file.
 

ulosbal

Shamach
Member
Joined
Sep 4, 2018
Messages
16
Reaction score
2
First Language
french
Primarily Uses
RMMV
Very cool! Thank you! do you know how to remove blur when entering menus?
I know in mv it was necessary to enter and edit the file "rpg_managers" in the js folder at the line: SceneManager.snapForBackground (I believe)

but that has changed in mz
 
Last edited:

caethyril

^_^
Veteran
Joined
Feb 21, 2018
Messages
2,261
Reaction score
1,670
First Language
EN
Primarily Uses
RMMZ
I think this'll remove the blur filter from MZ's menu backgrounds:
JavaScript:
(alias => {
    Scene_MenuBase.prototype.createBackground = function() {
        alias.apply(this, arguments);
        this._backgroundSprite.filters.shift();     // remove first filter (blur)
    };
})(Scene_MenuBase.prototype.createBackground);
You can probably apply Soulrender's CSS edit via plugin, too, if you like, e.g.
JavaScript:
document.styleSheets[0].insertRule('canvas{ image-rendering: pixelated; }');
 

Aesica

undefined
Veteran
Joined
May 12, 2018
Messages
1,653
Reaction score
1,560
First Language
English
Primarily Uses
RMMV
You can try other thing, open file gamefont.css in font directory of your project and paste it:
Code:
canvas{
  image-rendering: pixelated;
}

I don't know differences between plugin and this method to remove blur, but I'm very happy with the result just editing css file.
In most cases, that's probably fine, but if you host it on a page that has other elements present, you run the risk of that rule affecting any other canvas elements that might exist on the page as well. While I haven't tested it personally, you should be able to target the game canvas specifically like this:

Code:
#gameCanvas {
image-rendering: pixelated;
}
 

ulosbal

Shamach
Member
Joined
Sep 4, 2018
Messages
16
Reaction score
2
First Language
french
Primarily Uses
RMMV
caethyril, I failed to get your code to work,

I placed this line 2217, following the SceneManager (rmmz_manager.js file):

(alias => {
Scene_MenuBase.prototype.createBackground = function () {
alias.apply (this, arguments);
this._backgroundSprite.filters.shift ();
};
}) (Scene_MenuBase.prototype.createBackground);

it says: Scene_MenuBase is not defined
 

Soulrender

Jack Of All Trades
Veteran
Joined
Jan 12, 2019
Messages
972
Reaction score
566
First Language
Poland
Primarily Uses
RMMV
@ulosbal - you must save this code as plugin and place it in plugin manager.
 

Latest Threads

Latest Profile Posts


Here is the second song of the Eniko: Ghosts Of Grace soundtrack: Jus Ad Bellum (Battle Theme), composed by Nickolas Wolfe! Looking forward to your reactions!
Observation Log 1 on the planet of "RPGMAKERWEB": Local RMXP community seems to have very few survivors. Their script tech-level is in the early Stone Age(about the same as 66RPG in 2007).
Some cats/wolves/squirrels are spotted, they are likely friendly. :3
Keep working on establishing more meaningful contacts.
May try to use the "I Come in Peace" protocol if encounter any hostiles.
Using hiddenone's QTE tutorial I've been able to setup a simple fishing system. Instead of just the pointer moving, the goal moves as well. Holding the action button scrolls the pointer and pressing the down arrow key hooks the fish. The speed of both is variable as well as the number of successful hooks needed for a catch.

Forum statistics

Threads
108,926
Messages
1,040,648
Members
141,380
Latest member
Mrbinnsy
Top