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- Feb 24, 2019
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@Frastrud , please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.




To be honest, it's kind of the other way around. If you see, the script assumes you're using an HD resolution, so the sprite will look 100%-sized on that resolution only. If you make the resolution smaller (and by that I mean the size of the tile the camera is focusing on, so that also applies if you're just making a game with a zoomed off camera) the sprite will be squished down when rendering. Which, I understand why it works, I just made an improvement suggestion because if there's a plugin command for changing the sprite size, implementing a default sprite size setting (instead of making it hard-coded) shouldn't be too hard.I don't think many people would use it like you do, making all events be stretched by default...
Difficult to say, by the nature of this plugin I don't think it'll be too compatible. (testing required on my end) I do understand your point though.not an addition to this one.
I'm running the resolution at around 240p, which is much lower than the default sized window. That's why the sprites are being squished down, since it's expecting the default resolution but is getting something less than half of that, thus squishing the sprites to less than half of their original size as well to compensate.I'm testing this plugin on my project on a default-sized window, not widescreen, but the images are pretty much sized properly for me.
Awesome! That's exactly what I meant / thought you'd do! It's consistent, flexible and powerful.Actually I have been planning to replace some of the existing default character parameters with one that takes configuration functions
Awesome! It's a nice thing to make configurable since different settings end up with different resource consumptions. By the way, what was the configuration that made the light effects "blockier" again? It was light subdivision, right?but it can be increased so in the next update I'll have to set a higher default and make it configurable.