MBS - Map Zoom issue with screen aligment and black borders

Oscar92player

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@Shaz Maybe you can help me with this, though it is not 100% related to your plugin, it is the only way to 'resize' the 32x32 tileset and character graphics for the window resolution in MV games. Also, the creator of the plugin I use is missing since months.

I'm using the MBS - Map Zoom created by Masked, in order to make a permanent x2 zoom on the maps so the new tilesets size fits with the resolution of my project. It this moment, it is the only plugin that makes this possible, and I don't have other choice but to use it.

One of the problems I have is, once the x2 zoom is set on the plugin, the map (and the character) is not centered in the screen, and it seems to be more at the right-bottom of it. This can be noticed if you see part of the tileset at the left side of the screen too, in comparisson with the right side (also, the character is misaligned too). Just take a look at the picture:


The second problem is related to a graphic issue when you reach the right-bottom corner of the map. It seems to be some kind of black borders at the right and the bottom of the screen. Take this other picture as an example of this issue:


I'm asking you about this to look if there is a way to fix it (or perhaps another way to make zoom on the maps with the new 32x32 tilesets size), since I can no longer contact with Masked due to his disappearance from the forums.

I've posted here the most updated version of his plugin:
Code:
//=============================================================================
// MBS - Map Zoom (v1.3.5)
//-----------------------------------------------------------------------------
// por Masked
//=============================================================================
//-----------------------------------------------------------------------------
// Especificações do plugin (Não Modifique!)
// Plugin Specifications (Do not modify!)
//
/*:
 *
 * @author Masked
 * @plugindesc Makes it possible to zoom in and out the game map                      
 *
 * <MBS MapZoom>
 * @help
 * ===========================================================================
 * Introduction
 * ===========================================================================
 * This script lets you change the game zoom as you want while in the map
 * scene.
 *
 * ===========================================================================
 * How to use
 * ===========================================================================
 * You can set the map zoom with this plugin command:
 *
 * MapZoom set x [y [duration n]]
 *
 * Just change 'x' and 'y' to the zoom ratio you want (you can use floats).
 * Note that the "y" parameter is optional, if you don't use it then the
 * script will assume it's equal to "x". If you want to define the zoom
 * duration you can add a third parameter 'duration' followed by the number
 * of frames the zoom operation will last. You can also add 'duration' as the
 * second parameter so that the 'y' zoom will be equal to the 'x'. If no
 * duration is set, it will be assumed it's 60 frames.
 * E.g.:
 * MapZoom set 2.0 duration 120
 * MapZoom set 2.0 1.5 duration 20
 *
 * If you want the zoom to be centralized on a specific X, Y coordinate or an
 * event, use this command:
 * MapZoom center x y
 * MapZoom center event id
 *
 * Just replace the 'x' and 'y' or 'id' for the values you want. E.g.:
 * MapZoom center 5 7
 * MapZoom center event 3
 *
 * To center on the player, use reset:
 * MapZoom center reset
 *
 * You can also use this to reset the zoom (set it to 1.0):
 * MapZoom reset [d]
 *
 * This will also reset the zoom center position.
 * If you want, you can choose the reset duration just changing 'd' for the
 * number of frames you want it to take.
 * E.g.:
 * MapZoom reset 30
 *
 * If you want some picture to zoom along with the map, add "[Zoom]" to its
 * name.
 * E.g.:
 * "img/pictures/SamplePicture1 [Zoom].png"
 *
 * ===========================================================================
 * Credits
 * ===========================================================================
 * - Masked, for creating.
 *
 * @param Reset on map change
 * @desc If you want the zoom to be reset when the map changes, set this
 * parameter to true. Set it to false otherwise.
 * @default true
 *
 * @param Default zoom
 * @desc The default zoom ratio, change this to apply a zoom to all of the game
 * maps.
 * @default 1.0
 *
 */
/*:pt
 *
 * @author Masked
 * @plugindesc Torna possível que você dê zoom no mapa durante o jogo.
 *
 * <MBS MapZoom>
 * @help
 * ===========================================================================
 * Introdução
 * ===========================================================================
 * Esse script permite que você aumente ou diminua o zoom do jogo quando na
 * cena do mapa.
 *
 * ===========================================================================
 * Utilização
 * ===========================================================================
 * Para definir o zoom do mapa use o seguinte comando:
 *
 * MapZoom set x [y [duration d]]
 *
 * Troque o X e Y pelos valores de zoom que quiser. Você pode usar decimais.
 * Note que o "y" é opcional, e se não for definido o script assumirá que seu
 * valor é igual a X. Se você quiser, adicione um parâmetro 'duration' seguido
 * pelo número de frames que a operação deve levar, se a duração não for
 * especificada ela será 60.
 *
 * Exemplos:
 * MapZoom set 2.0 duration 120
 * MapZoom set 2.0 1.5 duration 20
 *
 * Se você quiser, pode centralizar a câmera do zoom em um evento ou
 * coordenada usando esse comando:
 *
 * MapZoom center x y
 * MapZoom center event id
 *
 * Só troque o 'x' e 'y' ou 'id' pelos valores que quiser.
 * Exemplos:
 * MapZoom center 5 7
 * MapZoom center event 3
 *
 * Para centralizar no jogador, use o reset:
 * MapZoom center reset
 *
 * Você pode ainda resetar o zoom (mudar para 1.0):
 *
 * MapZoom reset [d]
 *
 * Se quiser, troque o '[d]' pelo número de frames que quiser que a operação
 * dure.
 *
 * Exemplos:
 * MapZoom reset 30
 * MapZoom reset
 *
 * Se quiser que uma picture seja afetada pelo zoom do mapa, adicione [Zoom]
 * ao nome dela.
 * Exemplo:
 * "img/pictures/Imagem1 [Zoom].png"
 *
 * ===========================================================================
 * Créditos
 * ===========================================================================
 * - Masked, por criar.
 *
 * @param Reset on map change
 * @desc Caso queira que o zoom seja resetado quando o mapa mudar, deixe
 * como true. Se não, deixe como false.
 * @default true
 *
 * @param Default zoom
 * @desc Valor padrão para o zoom da tela. Mude isso para aplicar um zoom a
 * todos os mapas do jogo.
 * @default 1.0
 *
 */

var Imported = Imported || {};

var MBS = MBS || {};
MBS.MapZoom = {};

"use strict";

(function ($) {

  $.Parameters = $plugins.filter(function(p) {return p.description.contains('<MBS MapZoom>');})[0].parameters;
  $.Param = $.Param || {};

  //-----------------------------------------------------------------------------
  // Settings
  //

  // Flag to enable/disable resetting the zoom on map change
  $.Param.resetOnMapChange = ($.Parameters["Reset on map change"].toLowerCase() === "true");

  // Default zoom ratio
  $.Param.defaultZoom = Number($.Parameters["Default zoom"]);

  //-----------------------------------------------------------------------------
  // Game_Map
  //
  // The game map object. Here the main changes for controlling the map zoom were
  // made.

  // Aliases
  var _GameMap_initialize = Game_Map.prototype.initialize;
  var _GameMap_setup = Game_Map.prototype.setup;
  var _GameMap_update = Game_Map.prototype.update;

  // Object initialization. Here the zoom-related variables are created.
  Game_Map.prototype.initialize = function() {
    _GameMap_initialize.call(this);
    this._destZoom = this._destZoom || new PIXI.Point(0, 0);
    this._zoomTime = 0;
    this._zoomDuration = this._zoomDuration || 0;
    this._zoom = this._zoom || new PIXI.Point($.Param.defaultZoom, $.Param.defaultZoom);
    this._zoomCenter = null;
  };

  // Map setup. This will reset the map zoom if 'Reset on map change' is true.
  Game_Map.prototype.setup = function(mapId) {
    _GameMap_setup.call(this, mapId);
    if ($.Param.resetOnMapChange)
        this._zoom = new PIXI.Point($.Param.defaultZoom, $.Param.defaultZoom);
  };

  // Map update. This method controls the gradual zoom when a duration
  // is specified.
  Game_Map.prototype.update = function () {
      _GameMap_update.apply(this, arguments);
      if (this._zoomDuration > this._zoomTime) {
        this.zoom.x += this._spdZoom.x;
        this.zoom.y += this._spdZoom.y;
        this._zoomTime++;
        this.onZoomChange();
    } else if (this._zoomTime > 0) {
        this._zoomTime = 0;
        this._zoomDuration = 0;
        this._spdZoom = new Point(0, 0);
    }
  };

  /**
   * Sets the game map zoom ratio.
   * @param {Number} x The horizontal zoom ratio
   * @param {Number} y The vertical zoom ratio
   */
  Game_Map.prototype.setZoom = function(x, y, duration) {
      duration = duration || 60;
      duration = Math.round(duration <= 0 ? 1 : duration) * 1.0;
      this._destZoom.x = this._destZoom.y = x;
      if (y) {
          this._destZoom.y = y;
      }
      this._spdZoom = new PIXI.Point((this._destZoom.x - this._zoom.x) / duration, (this._destZoom.y - this._zoom.y) / duration);
      this._zoomDuration = duration;
    this._zoomTime = 0;
  };

  /**
   * Sets the game map zoom origin.
   * @param {mixed} a Either a X coordinate or a Game_Character to center the zoom.
   * @param {Number} (Optional) A Y coordinate to center the zoom.
   */
  Game_Map.prototype.setZoomCenter = function(a, b) {
      if (b) {
          this._zoomCenter = new PIXI.Point(a, b);
      } else if (a) {
          this._zoomCenter = a;
      } else {
          this._zoomCenter = null;
      }
  };

  /**
   * Function called when the map zoom changes.
   */
  Game_Map.prototype.onZoomChange = function() {
    $gamePlayer.center((this._zoomCenter || $gamePlayer)._realX, (this._zoomCenter || $gamePlayer)._realY);
  };

  /**
   * Gets a map coordinate from a screen coordinate.
   * @param {Number} x The screen coordinate
   * @return The X position of the tile below the screen X given.
   */
  Game_Map.prototype.canvasToMapX = function(x) {
    var tileWidth = this.tileWidth() * this.zoom.x;
    var originX = this.displayX() * tileWidth;
    var mapX = Math.floor((originX + x) / tileWidth);
    return this.roundX(mapX);
  };

  /**
   * Gets a map coordinate from a screen coordinate.
   * @param {Number} y The screen coordinate
   * @return The Y position of the tile below the screen Y given.
   */
  Game_Map.prototype.canvasToMapY = function(y) {
    var tileHeight = this.tileHeight() * this.zoom.y;
    var originY = this.displayY() * tileHeight;
    var mapY = Math.floor((originY + y) / tileHeight);
    return this.roundY(mapY);
  };

  // Zoom property
  Game_Map.prototype.__defineGetter__('zoom', function() { return this._zoom; });

  //-----------------------------------------------------------------------------
  // Game_Player
  //
  // Player character class. Changed to fix the screen center/scroll while
  // zoomming.

  // Alias
  var _GamePlayer_centerX = Game_Player.prototype.centerX;
  var _GamePlayer_centerY = Game_Player.prototype.centerY;
  var _GamePlayer_updateScroll = Game_Player.prototype.updateScroll;

  Game_Player.prototype.centerX = function() {
    return _GamePlayer_centerX.call(this) / $gameMap.zoom.x;
  };

  Game_Player.prototype.centerY = function() {
    return _GamePlayer_centerY.call(this) / $gameMap.zoom.y;
  };

  Game_Player.prototype.updateScroll = function(lastScrolledX, lastScrolledY) {
    if (!$gameMap._zoomCenter || $gameMap._zoomCenter === this)
        _GamePlayer_updateScroll.apply(this, arguments);
  };

  //-----------------------------------------------------------------------------
  // Game_Event
  //
  // Game events class. Changed it to center the screen into the event when it's
  // given as the zoomCenter for $gameMap.

  var Game_Event_update = Game_Event.prototype.update;

  // Copies the Game_Player scroll update function into the event class
  Game_Event.prototype.centerX = Game_Player.prototype.centerX;
  Game_Event.prototype.centerY = Game_Player.prototype.centerY;
  Game_Event.prototype.updateScroll = Game_Player.prototype.updateScroll;

  Game_Event.prototype.update = function() {
    var lastScrolledX = this.scrolledX();
    var lastScrolledY = this.scrolledY();
    Game_Event_update.apply(this, arguments);
    if (this === $gameMap._zoomCenter)
        this.updateScroll(lastScrolledX, lastScrolledY);
  };

  //-----------------------------------------------------------------------------
  // Spriteset_Map
  //
  // Map spriteset. This is where the real zooming happens.

  // Alias
  var _SpritesetMap_createLowLayer = Spriteset_Map.prototype.createLowerLayer;
  var _SpritesetMap_update = Spriteset_Map.prototype.update;

  Spriteset_Map.prototype.createLowerLayer = function() {
    _SpritesetMap_createLowLayer.apply(this, arguments);
    $gameMap.setZoom($gameMap.zoom.x, $gameMap.zoom.y, 1);
  };

  Spriteset_Map.prototype.updatePosition = function() {
    var scale = $gameMap.zoom;
    var screen = $gameScreen;
    this.x = Math.round(-$gameMap.zoom.x * (scale.x - 1));
    this.y = Math.round(-$gameMap.zoom.y * (scale.x - 1));
    this.x += Math.round(screen.shake());
    if (this.scale.x !== scale.x || this.scale.y !== scale.y) {
        var destScale = $gameMap._destZoom;
        var sw = Graphics.width / destScale.x + this._tilemap._margin * 2;
        var sh = Graphics.height / destScale.y + this._tilemap._margin * 2;
        if ((this.scale.x > destScale.x || this.scale.y > destScale.y) && !(this.width === sw && this.height === sh)) {
            //var w = $gameMap.width() * $gameMap.tileWidth() + this._tilemap._margin * 2;
            //var h = $gameMap.height() * $gameMap.tileHeight() + this._tilemap._margin * 2;
            var r = sw > this._tilemap.width || sh > this._tilemap.height;

            if (r) {
                this._tilemap.width = sw;//Math.max(w, sw);
                this._tilemap.height = sh;//Math.max(h, sh);
                this._tilemap.refresh();
            }

        }
        this.scale = new PIXI.Point(scale.x, scale.y);
        this._pictureContainer.scale = new PIXI.Point(1.0 / scale.x,  1.0 / scale.y);
        this._weather.scale = new PIXI.Point(1.0 / scale.x,  1.0 / scale.y);
        this._parallax.move(this._parallax.x, this._parallax.y, Graphics.width / scale.x, Graphics.height / scale.y);
    }
  };

  //-----------------------------------------------------------------------------
  // Tilemap
  //

  Tilemap.prototype._createLayers = function() {
    var width = this._width;
    var height = this._height;
    var margin = this._margin;
    var tileCols = Math.ceil(width / this._tileWidth) + 1;
    var tileRows = Math.ceil(height / this._tileHeight) + 1;
    var layerWidth = tileCols * this._tileWidth;
    var layerHeight = tileRows * this._tileHeight;

    if (this._lowerBitmap) {
        this._lowerBitmap.clear();
        this._lowerBitmap.resize(layerWidth, layerHeight);
    } else
        this._lowerBitmap = new Bitmap(layerWidth, layerHeight);

    if (this._upperBitmap) {
        this._upperBitmap.clear();
        this._upperBitmap.resize(layerWidth, layerHeight);
    }
    else
        this._upperBitmap = new Bitmap(layerWidth, layerHeight);

    this._layerWidth = layerWidth;
    this._layerHeight = layerHeight;

    this._lowerLayer = this._lowerLayer || new Sprite();
    this._lowerLayer.removeChildren();
    this._lowerLayer.move(-margin, -margin, width, height);
    this._lowerLayer.z = 0;

    this._upperLayer = this._upperLayer || new Sprite();
    this._upperLayer.removeChildren();
    this._upperLayer.move(-margin, -margin, width, height);
    this._upperLayer.z = 4;

    for (var i = 0; i < 4; i++) {
        this._lowerLayer.addChild(new Sprite(this._lowerBitmap));
        this._upperLayer.addChild(new Sprite(this._upperBitmap));
    }

    this.addChild(this._lowerLayer);
    this.addChild(this._upperLayer);
  };

  //-----------------------------------------------------------------------------
  // Game_Picture
  //
  // Game pictures object. Changed to apply zoom on images marked with [Zoom].

  var _GamePicture_update = Game_Picture.prototype.update;

  Game_Picture.prototype.update = function() {
      _GamePicture_update.apply(this, arguments)
      if (this.mapZoom()) this.updateZoom();
  };

  Game_Picture.prototype.updateZoom = function() {
    if (this._duration > 0) {
      var d = this._duration;
      this._scaleX = (this._scaleX  * (d - 1) + this._targetScaleX)  / d * $gameMap.zoom.x;
      this._scaleY = (this._scaleX  * (d - 1) + this._targetScaleX)  / d * $gameMap.zoom.y;
    } else {
        this._scaleX = this._targetScaleX * $gameMap.zoom.x;
        this._scaleY = this._targetScaleY * $gameMap.zoom.y;
    }
  };

  Game_Picture.prototype.mapZoom = function() {
    return !!this.name().match(/\[zoom\]/i);
  };

  //-----------------------------------------------------------------------------
  // Game_Map
  //

  Game_Map.prototype.screenTileX = function() {
    return Graphics.width / this.tileWidth() / $gameMap.zoom.x;
  };

  Game_Map.prototype.screenTileY = function() {
    return Graphics.height / this.tileHeight() / $gameMap.zoom.y;
  };

  //-----------------------------------------------------------------------------
  // Plugin command
  //

  // Alias
  var _GameInterpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;

  Game_Interpreter.prototype.pluginCommand = function (command, args) {
      _GameInterpreter_pluginCommand.call(this, command, args);
      if (command == "MapZoom") {
        if (args[0] == "set") {
            if (args[1]) {
              if (args[2]) {
                  if (args[2] == "duration") {
                      if (args[3]) {
                          $gameMap.setZoom(Number(args[1]) * $.Param.defaultZoom, Number(args[1]) * $.Param.defaultZoom, Number(args[3]));
                      }
                  } else {
                      if (args[3] == "duration") {
                          if (args[4]) {
                              $gameMap.setZoom(Number(args[1]) * $.Param.defaultZoom, Number(args[2]) * $.Param.defaultZoom, Number(args[4]));
                          }
                      } else {
                          $gameMap.setZoom(Number(args[1]) * $.Param.defaultZoom, Number(args[2]) * $.Param.defaultZoom);
                      }
                  }
              } else {
                  $gameMap.setZoom(Number(args[1]));
              }
            }
        } else if (args[0] == "reset") {
            if (args[1]) {
                $gameMap.setZoom($.Param.defaultZoom, $.Param.defaultZoom, Number(args[1]));
            } else {
                $gameMap.setZoom($.Param.defaultZoom);
            }
        $gameMap.setZoomCenter();
        } else if (args[0] == "center") {
            if (args[1] == "event") {
                var ev = $gameMap.event(Number(args[2]));
                if (ev)
                    $gameMap.setZoomCenter(ev);
            } else if (args[1] == "reset") {
                $gameMap.setZoomCenter();
            } else {
                $gameMap.setZoomCenter(Number(args[1]), Number(args[2]));
            }
        $gameMap.setZoom($gameMap._destZoom.x, $gameMap._destZoom.y, $gameMap._zoomDuration - $gameMap._spdZoom);
        }
      }
  };

})(MBS.MapZoom);

if (Imported["MVCommons"]) {
  PluginManager.register("MBS_MapZoom", 1.3, "Makes it possible to zoom in and out the game map whenever you want", {
      email: "masked.rpg@gmail.com",
      name: "Masked",
      website: "N/A"
    }, "2016-07-26");
}
I hope you can help me with this, I don't know what to do to solve this. Thanks in advance!
 
Last edited:

mlogan

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@Oscar92player I've moved your post to it's own thread. Please don't ask for help in a plugin topic for a different plugin.
 

Oscar92player

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@Oscar92player I've moved your post to it's own thread. Please don't ask for help in a plugin topic for a different plugin.
The reason I've asked in Shaz's thread was because I'm using his plugin too, and because only with it enabled, I'm having this issues. I thought it would be wisely to ask Shaz, since Masked is not on the forums since September.
 

mlogan

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You never state that it is related to Shaz’s plugin or tell how that plugin is causing an issue.

Nevertheless, I still feel this is best as it’s own post.
 

Oscar92player

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You never state that it is related to Shaz’s plugin or tell how that plugin is causing an issue.

Nevertheless, I still feel this is best as it’s own post.
In fact, I've stated it in my message by saying:
[...] another way to make zoom on the maps with the new 32x32 tilesets size [...]
Though maybe it is not the best way to make Shaz know I'm using the Change Tile Size plugin :hswt:

Anyway, if you see this as the best way to have a better support to this issues, I will give it a try. But I hope someone can help.
 

mlogan

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Okay, maybe I'm dense that that wasn't clear to me, however, yes, I do still feel this should be it's own post. Shaz frequents the boards and she will likely see this as is.
 

Shaz

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I cannot really help you troubleshoot this issue. I don't see any functions that are used by both plugins.

I suggest you try swapping their order to see if it makes a difference.
What is your window resolution set to? Is it an exact multiple of 32?

I have to say, I'm not sure why you are using a plugin to change the tile size so you can use smaller tiles, if you're only going to use a zoom plugin to make everything look bigger. Why not just use 48x48 tiles in the first place?
 

Oscar92player

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I cannot really help you troubleshoot this issue. I don't see any functions that are used by both plugins.

I suggest you try swapping their order to see if it makes a difference.
What is your window resolution set to? Is it an exact multiple of 32?

I have to say, I'm not sure why you are using a plugin to change the tile size so you can use smaller tiles, if you're only going to use a zoom plugin to make everything look bigger. Why not just use 48x48 tiles in the first place?
Actually, the resolution I've set for the window is 1104x624, through Yanfly's Core plugin, and I've tried with a resolution multiple of 32, of course, but the issues persists. I've also tried to change the the plugin order, but doesn't make the difference, the issues are still there.

I'm using the 32x32 tilesets just to not resize them (using your Change Tile Size lugin), since they are from VX and VX Ace format. If I don't use the zoom plugin, the actual map with all the sprites I use, will be very small in a big window. The other way I thought to 'solve' this is to resize the 32x32 tilesets into 64x64, avoiding the MBS Map Zoom, but that could consume more resources from the computer, and... it is a pain to resize all, when the actual size can fit very well with an x2 zoom.

Other think is that resizing the tilesets to 48x48 will make irregular pixels, since you are doing a x1.5 resize on them, and that is other of the reasons I'm using your plugin for the 32x32 tilesets size.
 
Last edited:

Shaz

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They look like RTP tiles - are they? Why not just use MV's RTP tiles?

I used Waifu2x to resize all of my tiles, and the majority of them came out well. There were only two autotiles that needed to be touched up.
 

Oscar92player

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They look like RTP tiles - are they? Why not just use MV's RTP tiles?

I used Waifu2x to resize all of my tiles, and the majority of them came out well. There were only two autotiles that needed to be touched up.
Those are PART of RTP files from VX (I own the Steam version, so I'm using them legally), and those are not the only tilesets I'm using for my project, because I have custom ones too that doesn't fit with MV's RTP tilesets.

Also, resizing them (with Photoshop, Waifu2x or other programs), is not an option for me, I'm afraid, it looks auful and ugly. I'm working with real pixel sizes on my project, not only because resizing every resource is a pain, but because I'm constantly editing or improving every graphic, and it is a waste of time if you need to resize everything again and again.

The real way, I think, to find a solution, is by fixing this plugin. Everything will work ok just be finding what it's causing those visual issues and fixing them. That, also, will help other users that are experiencing this issues, since the original scripter is MIA, for what I can see in his profile...
 

Shaz

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I'm sorry, but I just don't have time to look at someone else's plugin or troubleshoot compatibility issues (for this reason in most of my plugin threads I state outright that I will not make compatibility patches).

Hopefully someone else who knows scripting and has time will be able to assist.
 

Oscar92player

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Hopefully someone else who knows scripting and has time will be able to assist.
I hope so, because I saw a lot threads with bumping messages or without any support lately...
 

Shaz

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I don't think that's the case at all. In support forums questions are usually answered very quickly, and lots of people offer assistance.

In resource and script request/support forums, it's a different matter, because people who respond have to have skills in those areas (so there aren't as many who can help), and the requests are usually a lot more time consuming, and time is a rare commodity for many of us. And when someone is asking us to do stuff for free (especially if we know it's going to take a lot of time), it usually gets a lower priority.

You basically have 4 choices, based on how badly you want it, and how patient you're willing to be:
- wait for someone who is willing to look at it for you for free
- offer to pay for someone's time to look at it for you
- try to learn enough so you can understand the scripts and do the patch yourself
- find an alternative so you don't have to use one of, or either of the plugins

Those are pretty much the options available to anyone who asks for plugins or help with plugins.
 

Oscar92player

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Well, at least I've found a solution for the second issue, those black borders at the right and bottom of the map, by changing this lines:


Now I just need to find a solution for the not centered character and map on the screen.
 

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so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.

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