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Michael Dionne

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Ive turned off every plugin, 1 by 1 and none of them are causing it, this plugin standalone isnt working....

EDIT: I even tried opening the script and editing it by updating things from Yanflys engine core just incase it was out dated, still that same so No idea why it does that.
Uhm, I contacted RPG Maker MV about something, I will let you know as soon as they answer me about it, + a few days

I'm not JavaScripter, but wouldn't it be easier to just detect the device's resolution and stretch/resize everything to that resolution? That would give compatibility to all devices instead of picking certain ones and inputting them manually. I'm not sure if such a function exists to check what resolution you are running at... but it seems like there would be.

Either way, props on this, it will definitely come in handy to a large amount of developers.
I am a Javascripter, however I have not found any english documentation about a way of achieving this. In raw Javascript this would definetely not be an issue at all for me, but just like JQuery or other libraries, Javascript in RPG Maker MV uses an extra "layer" of code over standard Javascript. I will soon re-verify if what I need is now documented in english and if it is available now, I will definetely do like you suggest. Automatic is definetely smarter. I need to know how to call the window dimensions within that Javascript layer. If it is not yet available, then I will look for a way to pass -external- values from the HTML page (standard Javascript) to the RPG Maker MV scope.

.
 
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Dungeonmind

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This is a very interesting plug-in, I might just have to test her out after you get everything squared away. Just one problem I find here:

Wouldn't this mean you would have to make ALL separate graphics of all menu GUI's in the game for EACH device you want your game on? This might seem a bit costly for indie devs that dont have a lot of money. However, this plug-in at least allows for the possibility of all most types of devices.
 

Prescott

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I am a Javascripter, however I have not found any english documentation about a way of achieving this. In raw Javascript this would definetely not be an issue at all for me, but just like JQuery or other libraries, Javascript in RPG Maker MV uses an extra "layer" of code over standard Javascript. I will soon re-verify if what I need is now documented in english and if it is available now, I will definetely do like you suggest. Automatic is definetely smarter. I need to know how to call the window dimensions within that Javascript layer. If it is not yet available, then I will look for a way to pass -external- values from the HTML page (standard Javascript) to the RPG Maker MV scope.
Got it, kind of like how RGSS isn't exactly Ruby? That makes sense. That external way is a pretty good idea too, didn't even think of that.

This is a very interesting plug-in, I might just have to test her out after you get everything squared away. Just one problem I find here:

Wouldn't this mean you would have to make ALL separate graphics of all menu GUI's in the game for EACH device you want your game on? This might seem a bit costly for indie devs that dont have a lot of money. However, this plug-in at least allows for the possibility of all most types of devices.
If this does what I understand it to do, it will resize all of the graphics automatically as well. Michael mentioned something about it stretching the images, I believe.
 

Michael Dionne

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This is a very interesting plug-in, I might just have to test her out after you get everything squared away. Just one problem I find here:

Wouldn't this mean you would have to make ALL separate graphics of all menu GUI's in the game for EACH device you want your game on? This might seem a bit costly for indie devs that dont have a lot of money. However, this plug-in at least allows for the possibility of all most types of devices.
"after you get everything squared away" > Sorry I am not 100% sure to understand what you mean. I natively speak french. However it seems rather ok for you, hopefully :)

It depends. It depends on which other plugins you use, and on how your graphics are done. My code is designed to be as flexible and automatic and adaptative as possible, with my current knowledge (no full & official english documentation seems available for now, unfortunately). I guess you have to test it with your own graphics and see what happens, then build/fix over that until you obtain a satisfactory result. There is rarely one-size-fits-all in programming, there would be billions of possibilities to plan (and I have my own games to release, too! ;) ). If you encounter issues with your own graphics, don't hesitate to come back over here and show me, sometimes problems or fixes are very quick and easy to do. Sometimes. I will do my best.
 

Michael Dionne

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Got it, kind of like how RGSS isn't exactly Ruby? That makes sense. That external way is a pretty good idea too, didn't even think of that.

If this does what I understand it to do, it will resize all of the graphics automatically as well. Michael mentioned something about it stretching the images, I believe.
"Got it, kind of like how RGSS isn't exactly Ruby? That makes sense. That external way is a pretty good idea too, didn't even think of that." > Well I don't know RGSS and Ruby in particular, but after reading some Wikipedia before speaking about them, yes, it's similar (but not exactly). RGSS was more an interpreter for Ruby, the language was not the same for both. Here on MV, it's not an interpreter of another language. It's always Javascript. But you need to know the set of "commands" that are specific to RPG Maker MV, so without good and complete documentation in english, I can personnally only learn how to code plugins for MV by looking at how other MV plugins are made. For other languages, like Visual Studio C#, when you type code the IDE software gives you real-time auto-suggestions of "commands" and the like. But I have found no way yet to have this for MV. So it is easy to be stuck, except maybe if you know the original documentation language.

Yes, it will resize all of the graphics automatically as well. But I have not extensively tested this feature with custom UI graphics, so it is just theory. In practice I can be wrong. It worked fine for the needs of my own game, but for others maybe this will either break something in the UI graphics or require more work. Please test and report me any problem with screenshots. Ideally, one screenshot or two of your game where buggy, and one of your plugins list.
 

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Ok , Ill be waiting loolol
 

Wolfram

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@Michael Dionne the link is down! Can you please upload this again? Would be great, thanks!
 
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KillerGin

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Has anyone got RPG Maker MV project to work on an iPhone yet? I plan to do so over the weekend for my first game demo. Any help would be appreciated. Thanks!
 

Davõr Jörmling

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I have it working on Android, plan on testing for apple products sometime in the next couple days to weeks :/
 

KillerGin

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@Davõr Jörmling Sweet! That would be awesome! Do you have any tips or tricks for porting the game onto Android devices? Any help would be greatly appreciated.
 

KillerGin

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Not much. I am going to attempt to port my project this weekend for the first time. I looked up a few videos already and read through a few comments. It doesn't look so bad but I am sure I will run into a frustrating problem... or two lol. 
 

Davõr Jörmling

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First things first is to read through the instructions in the help section of rpg maker (I found them to be better than most of the online guides at explaining how to do it).


For the most part everything is straight forward, just pay attention to how you set the PATHS when you reach that step. The sdk platform tools one needs to be at the very end to work.


Also you have to use cmd for some commands, every time you update the app, so I recommend copying them to a txt file so you only need to change the update number and copy/paste.


If you need more detailed help, I am only a message away :)
 
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Vance Raehart

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Link removed


found it guys
 
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KillerGin

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This might seem like a weird question... but, are you sure that Yanfly supports this js? I do not see it listed in yanfly's official RPG Maker MV web page. 
 

lucia116

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Will not see menu When this plug-in to ON.

Screen Shot 2016-02-20 at 02.04.30.png
 

Kich

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Windows Defender will not act crazy if we download direct from here: Link removed


Well, I understand it makes the resolution and aspect ratio compatible with different devices, but I have a question. Is that possible to do not set a default resolution and instead the plugin chooses it by itself before the game starts? If the screen monitor is 1366x768, it sets 1366x768. If it's 1280x720, it sets 1280x720 and so on.
 
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