And that's my problem.
If I'm not mistaking, NES games had a resolution of
256x240.
~ As you have noticed, I'm aiming to make a retro-looking 2D platformer shooter game, so the resolution needs to be lower to make these pixels visible and stuff. (also because pixel art is what I'm much better at, comparing to normal digital art)
I sincerely agree, that the tiny windows and such are a pain ~ Personally I hate playing games on Windowed Mode ~ for me game needs to have fullscreen mode.
And that's my question ~ I want to lower the resolution, but scale it to make it look good ~ preferably fullscreen. What I exactly want to do is to lower the resolution by 50%, then upscale it back so that, I can even still look like 640x480 ~ but in the scripts and files I'd be using half of it (320x240) ~ Something like in NES emulators ~ upscaled, so that every single pixel yells at you.
There I agree ~ I coded ALL of this within a week due the deadline ~ so I was coding pretty quickly and in kinda messy way. ~ Though I know the code can be optimized, I still think that Ace will not handle it that well anyway. Sadly you're right ~ That's what bothers me for a long time ~ RPG Maker is not powerful for a developer apparently (they lied to me D

and I think I have to look up for something else then...
Agree ~ Whatever I'll do in Ace ~ every single feature decrease FPS ~ and that's not my fault ~ simple things may lower performance, which is ridiculous.
Since it's a 2D game ~ all images are loaded between levels, so the loading time isn't really that bad, but each level has about 10000-20000 pixels width, so imagine having tons of these images for each level ~ it's all about filesize and possible issues with moving these images to simulate scrolling ~ unless they're not making any problems performance-wise, then I didn't know about this and that would be good ~ If I'd load multiple images with 20000x480 dimension and move them around by scrolling - will that be kind of heavy for the engine? Or besides loading time it doesn't matter?
That's my latest project I'm working on ~ that was my entry for 'Indie in a Week 4' ~ and it's exactly something like Contra indeed.
I'm entirely sure, that all FPS drops are related to collision detection, because on singleplayer it runs pretty well ~ but when played on 2 Players mode, which basically doubles the maths and conditionals ~ the performance gets kinda choppy. That's why I want to lower the resolution ~ I'm using double pixel for everything, so half of the pixels are basically not used, but I still have to put them into maths for hitboxes ~ width/height. I'll do my best to try to optimize collision detection, but my mind literally explodes due to amount of maths and all that geometry. =P
Enemies and projectiles aren't an issue ~
Enemies have simple AI and there aren't many of them displayed at once. They 'spawn' when you'll get close enough to them like ~100 pixels beyond right border of the screen ~ otherwise, if they're far away, they're simple not being updated, besides scrolling them with screen of course ~ but I'm 100% sure that they aren't a big deal.
Projectiles are perfectly fine ~ amount of bullets existing at once is limited, just like in retro games (think of Contra) ~ you can shoot few bullets and then have to wait for them to get disposed beyond the screen.
Nothing uses zoom/rotation ~ there's absolutely no need for that.
My 2D engine is actually much shorter ~ collisions, gravity ~ player/enemy sprites and everything took less than 2000 lines in total at the moment. (also from scratch, since there's almost nothing I could use from default scripts besides these related to system ~ I've removed all window and scene scripts besides the BASE ones.)
~ I have a similar problem ~ A different engine would be perfect for me, since RM absolutely doesn't fit my needs and it's ... to be honest silly in general (sorry for saying that though). All the time I have a feeling, that I'm wasting my time here ~ but on the other hand ~ I can't afford buying another engine and even if ~ learning stuff from the beginning (libraries etc.) is what I'm afraid of. I'm not a professional scripter ~ All I know about scripting I've learned here ~ within a year. ~ So.. I don't know other scripting languages. =/
I so badly would love to make stuff in RPG Maker, but it sincerely tries to get rid of me. =/
(I've posted The Alpha Demo of this game here on the forums ~ if you're curious)