Archeia

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hey, I'm super new to RPG Maker and I was wondering how you did the shadow? I know you mentioned Visustella Core but I don't know how to use it, and I can't disable the debug features. thanks in advance!

Not the right place to ask this but anyway:
1656301277881.png
 

ZServ

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This plugin helped me immensely with getting my text to be perfectly crisp on Windows.

Unfortunately, it turns out it causes some issues on Mac due to how the render text differently so I had to make a small tweak:
if (navigator.platform.startsWith(`Mac`)){ var TextSharp_LineWeight = 1.83 - parseFloat(params['textThickness']); } else { var TextSharp_LineWeight = 1.0 - parseFloat(params['textThickness']); }

LineWeight is significantly different on Mac, so I've had to manually adjust it based on if the user is on Mac or not. Hope this is helpful to anyone else facing this issue.
 

MechPen

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@ZServ as a curiousity, what does window.devicePixelRatio return?
 

ZServ

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@ZServ as a curiousity, what does window.devicePixelRatio return?
Returns 1 on Windows, 2 on Mac.

There is a system wide config setting that can be changed, but due to it being extremely hidden my research has shown that most HTML5 devs just try to get it "close enough" through CSS hacks. If this is something that piques your interest in poking at for a more for-realsies type of fix, feel free to DM me and I can give you my Discord info and be a live test subject. This value was extremely tuned for this font and the specific conditions of my projects, so it wasn't meant to be a "one-size fits all" type of fix.
 

MechPen

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I might try

Code:
var pixelRatio = window.devicePixelRatio || 1;
var TextSharp_LineWeight = pixelRatio - parseFloat(params['textThickness']);
 

Archeia

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@MechPen I don't know if you add feature requests but maybe different parameters based on font size?
 

ZServ

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Yeah, as Archeia has sort of hinted at here, the pixel ratio will need adjusted on a font-by-font basis. While the text thickness ratio has worked fine for Windows builds across multiple fonts, the pixel ratio has not. A secondary parameter would suit my purposes just fine, but to be quite honest I don't believe most users will be actively making an effort to have equal compatibility for their titles between multiple platforms (due to the prohibitive cost of having access to these platforms).

Power users are the exception, of course.

Edit: Yeah, making that change did not result in an equivalent result-- though this makes sense. I had tuned it to 1.83 on Mac, versus it being 1.5 on Windows. By being adding that above snippet, the math would now look like:

((1 + 1) - 0.5) = 1.5 -- Windows
((1 + 2) - 0.5 = 2.5 -- Mac

Going above 1.33 on the particular font I'm using will cause it to simply not render, and as the thickness changes on a per-platform basis the concept of a second parameter to serve as a per-platform modifier seems like solid idea (granted, I'm not sure you would structure that except a bunch of switch cases).

To be clear here, I don't view this as your problem! You've delivered an amazing solution here-- so please don't interpret this as me "fix begging" :)
 
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BloodletterQ

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I think when I posted that screenshot way back, now that I'm looking at things once more, I find that you may want to update this plugin for the text that gets drawn as a sprite such as the text for the HP/MP/TP gauges and whatnot.

Basically you'll want to look through rmmz_sprites.js to find the text that's missing.
 

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