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There's been a few resolutiuon changing plugins in the past, however I've got a new twist on the concept. Previous resolution changers have been about selecting different resolutions, and while they have done a decent job, I wanted to go futher. This one is aobut changing the game resolution dynamically, to fill the entire window regardless of size or aspect ratio.


Right now, the title screen and the map screen should adjust on the fly as you change the size of the window. On a mobile device, they should resize when you change the orientation of the device.


Battle screens and in-game menus do not yet rezize on the fly; they will keep their dimensions. This is very much a work in progress and very alpha quality.


The addon an be found here:


https://www.dropbox.com/s/yf4tgoamfkxxc11/Responsive.zip?dl=0


All feedback is welcome :) .


Detailed info:


I've actually been inspired by the "responsive design" movement in web pages, which emphasizes writing code in such a way as to make web pages flexible enough to run on a wide variety of devices, from high end workstations to smart phones. The ultimate goal of this project won't be merely allowing the screen size to adjust on the fly, but also to adapt somewhat to the size and type of device.


I'd like to create a button that acts as the right-click menu / two finger touch on mobile, as having a visible button would be more discoverable, especially on mobile platforms. Perhaps make the game more aware of DPI: Things are tiny on the iPhone in the portrait orientation. Maybe some layout tweaks and adjustments at smaller screen sizes as well.


Ultimately I want the player to have a good experience, no matter what device is being used.


Resizing the window on the fly is actually harder than one might think: Even though the deep, underlying platform (WebGL, Canvas, PIXI) does support resizing everything arbitrarily and in real time, for some reason or another the devs for RPG Maker decided to use an "initialize to a specific size" approach, and most of the higher level code paths assume that's the case. So it actually takes a bit of work to figure out everywhere where that's being done and find a way around it.

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