MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,822
Reaction score
4,754
First Language
English
Primarily Uses
RMMZ
Introduction:

I don't know why I didn't start a thread before for this plugin since I've created it a long time ago. It basically adds an option to tweak the game resolution in-game.

Note:

I didn't test on rpg maker mv version 1.6.0+ since that version forces you to update your old js files and it makes my project (on version 1.4.0) crashes. I only tested this plugin on version 1.4.0 and 1.51.

Features:

The player will have the ability to change the game resolution in-game from the game's option menu. The gamer creator has the ability to add different resolutions via the plugin's parameter very easily.

It is important to note that the "Scale Graphic" parameter is very important because it determines if the game will scale the original resolution to fit the new one, or simply render a larger canvas. Here are some examples:

If true: The game's aspect ratio, or the player's view-able canvas, will be determine by the original resolution, which is the first resolution in the resolution list parameter. If the original resolution is 816x624 and the player changes the resolution to 1280x720 for example, the game's window will be 1280x720, but the view-able canvas will be 942x720, centered, with black bars on the side. Also, the view-able part of the game will not grow, the image will only be bigger. This is the recommended setting.

If false: The game's aspect ratio, or the player's view-able canvas, will be determined by the current resolution. The image files used in the game will not be scaled. The player's view-able portion of the game will be bigger or smaller, the player will be able to view more or less depending on the resolution. This setting is not recommended, unless you know what you are doing, or know how to code to fix all the positioning of objects on the screen.

Versions:
- v.1.01: Original release.
- v.1.02: Added independence from the Menu Option Expansion plugin.
- v.1.03: Fixed some bugs that occurred when changing the resolution while in Fullscreen mode.

Image:

Tjl8iUE.png

Links:
- Website: https://www.kamostudiogroup.com/
- *******: https://www.*******.com/kamostudiogroup
- Youtube video:

Download:
- Link: https://www.dropbox.com/s/g6r0o0kmyr022o5/$MUSH_MenuOptionScreenResolution_P1.js?dl=0
 

Black Mamba

Veteran
Veteran
Joined
Mar 6, 2014
Messages
266
Reaction score
88
First Language
pt-br
Primarily Uses
Hey!
it was im looking for!

but when i get high resolution its get blurry.





and can you block resolution not accepted by user monitor?
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,822
Reaction score
4,754
First Language
English
Primarily Uses
RMMZ
Hey!
it was im looking for!

but when i get high resolution its get blurry.





and can you block resolution not accepted by user monitor?

Hi! Don't forget that RPG Maker is a 2D rendering engine. It draws sprites on the screen. Resolution doesn't scale like with 3D models. When going higher than the resolution of the sprites, the engine will only scale your sprites. It's not creating a higher resolution sprites for you unfortunately. The ideal solution would be using sprites twice as big as necessary, but it's really realistic since all the tiles are 48x48.

Unless you set the 'Scale Graphics' parameter to false (which is not recommended if you're not a coder), or have bigger sprites that are scaled down in your game, resolution = window's dimension.
 

Eliaquim

Hakuen Studio
Veteran
Joined
May 22, 2018
Messages
1,841
Reaction score
1,266
First Language
Portuguese - Br
Primarily Uses
RMMZ
This plugin is amazing. The option to change the resolution in menu was great!
In RM MV 1.6.1+ on pc works ok. But on mobile didnt work.
Thanks!
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,822
Reaction score
4,754
First Language
English
Primarily Uses
RMMZ
This plugin is amazing. The option to change the resolution in menu was great!
In RM MV 1.6.1+ on pc works ok. But on mobile didnt work.
Thanks!

Thanks. Honestly I only tested up to version 1.5.2 and never tested outside of Windows 10. I'm happy enough it's working on version 1.6.1.
 

seaotter

Veteran
Veteran
Joined
Mar 2, 2019
Messages
228
Reaction score
45
First Language
Chinese
Primarily Uses
RMMZ
can export mobile HTML5 ?
 

seaotter

Veteran
Veteran
Joined
Mar 2, 2019
Messages
228
Reaction score
45
First Language
Chinese
Primarily Uses
RMMZ
test done
01. PC HTML5 not work
02. Mobile HTML5 not work
03. PC LOCAL ok
 

Al-Farizi

Lv 87 Warrior
Veteran
Joined
Oct 2, 2019
Messages
32
Reaction score
1
First Language
English
Primarily Uses
RMMV
It this work for mobile?
 

Latest Threads

Latest Posts

Latest Profile Posts

Anyone here is familiar with the US Law ? I'm working on a game idea at the moment and I have several questions on my mind :p
I just lost an hour plus of time to trying to modify the _battlefield sprite... when in reality MZ calls it _battleField ;_;

Even when debugging for the "undefined value", it looked exactly the same to my 20/60 eyesight.

I really prefer this_naming_convention rather than thisNamingConvention !!
hmm... I just solved one of the more annoying sideview battler problems in MV.. Passive States and Visual States can make it so when your character is in crisis HP, they don't go back to normal walk/wait when it's their turn. they stay in the crisis motion... neat.
Apparently all of LGBT reddit hates me. I posted a simple question and only got hate mail. What's the deal? The doompost was literally 6 months ago and I've changed my views since then and apologized.
MOD NOTE: See second response before replying to this. - Wavelength
Amazing. Simply amazing...

Forum statistics

Threads
109,108
Messages
1,042,138
Members
141,595
Latest member
iomost
Top