Opinions on MZ resolution with on screen UI surrounding a map in the center of the screen

ZombieKidzRule

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I have read all the threads I could find about MZ resolution options. However, most RM games do not seem to be designed with a player UI surrounding a screen centered map. So I am wondering what might be the best options for that specific use case.

I will include some screenshots from games that have such a player UI. Of course, the screenshots are from 1st person view games, which I don't think I can replicate in MZ (at least not with my knowledge), but I am interested in replicating the concept, albeit with a smaller UI area and a larger map area.

I do not plan on having any sort of overworld map and I want to maximize the possible map/center area to fit more content, especially for combat. And I plan on making my own combat system using front view.

In fact, I plan on making all my own menu options so I won't be using the default menus and such from MZ.

I am trying to figure out the maximize size I can use effectively to include a player UI and the center map/game area.

And I am also wondering if there are any problems that I might not be aware of when trying to implement such a player view of a game within MZ. Such as any considerations I might need to think about when making the actual maps. Like how to make sure you can see every tile on the map when moving from edge to edge.

Right now I am leaning toward 1280 x 720 for the resolution.

Here are some screenshots. Again, the overall UI and everything contained in it would be much smaller.

W6.jpgW7.pngW8.jpgEOB.jpgW&W.jpg

Again, the player UI I want to build would be much small so the middle map/game area takes up a much bigger percentage than some of the screenshots.

I realize after typing this that I should have tested a sample UI to see how the map behaves when walking from edge to edge. But since I already finished this, I will go ahead and post this and go try some experiments now.

I appreciate any thoughts that you are willing to share.

Thanks!
 

Danatoth

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If you are using something like SRD Hudmaker you can just have the entire menu tied to a condition that uses a switch, then have the switch turn on / off when a button is pressed through a parallel common event. Then you can have the full screen open, and the player can choose to show the menu whenever they want, even all the time if they choose.
 

ATT_Turan

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I am trying to figure out the maximize size I can use effectively to include a player UI and the center map/game area.
Most people's monitors are 1920x1080.

And I am also wondering if there are any problems that I might not be aware of when trying to implement such a player view of a game within MZ.
You generally want your window size to be a whole number of tiles in both directions to ensure proper drawing.

Like how to make sure you can see every tile on the map when moving from edge to edge.
You'd...count it? Choosing your window size and dividing by tile size then subtracting UI thickness to see how large the map can be on one screen? Sorry if I'm not understanding what you're asking, it just sounds kind of straightforward :wink:
 

ZombieKidzRule

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@Danatoth and @ATT_Turan Thanks for these replies! I still have to explore what fun things can be done with plugins.

My biggest concern was how to make the UI always visible and still allow the player to reach all walkable tiles.

I was just testing and without using a plugin, my UI would cover some of the map that can be walked on. Therefore, it looks like I need to leave a blank space around the map edges that is equal to the designed UI width and height so when the player moves, they can reach the entire map surface. The UI will be along the edge of the visible screen all the time and when you walk close enough to a map edge, the UI will eventually stop moving and will end up covering the blank space on whatever edge is applicable, but the player can still reach every walkable tile.

I read that 1280 x 720 was good for the 16:9 aspect something or other.

But I was also considering 1248 x 720, which is better for the 48 x 48 tiles.

I think having the blank space around the map edges should work to make sure the player can reach all the walkable tiles. As long as there isn't anything else I need to consider about doing something like this.

I guess there might also be an issue with anything I use for a battleback for my combat since it would have to be big enough to fit the screen, but the UI would cover some of it too.
 

ATT_Turan

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I read that 1280 x 720 was good for the 16:9 aspect something or other.
It's a 16:9 resolution, I don't see why it would be better than any other.

You can see this thread (note post 5 from Yanfly):

My personal choice is to choose a window size that comfortably fits everything I want; I don't intend to advertise the game as being fullscreen-able, so if the player does so and it doesn't look right, that's their choice.
 

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