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- RMMZ
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.
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!
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.
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!