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SekiRaze
  Thu Feb 23, 2012 12:59 am
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Hello folks. i may remember some time ago that i had a question about if it is possible to change the resollution from 640x480 to higher? i was playing around with some leveling and i found the resolution to small to show details into the level. from what i remember, it would be neccesarry to change the whole standart script and every following script. is that true?

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coyotecraft
  Thu Feb 23, 2012 1:41 am
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I think some of the menu displays are drawn in specific X and Y coordinates with fixed width and height. If you were to make the screen wider you would have to put in new coordinates. Otherwise the menu would still be 640x480 and the rest of the screen would be empty space.

Edit: You'll also have to change coordinates of pictures if you use show picture in the event menu. If you have any that you are already using.


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SekiRaze
  Sat Feb 25, 2012 8:29 pm
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so wa wa wa wa wa wait. so i CAN change the resolution to 16:9? for exapmple 1600x900? IS TAHT REALLY POSSIBLE?

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coyotecraft
  Sat Feb 25, 2012 10:01 pm
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Well, I typed in "rmxp change resolution" in google and found this script made by foreverzero. Like I suspected you'll have to reconfigure the menu and battle layouts to fit the new size. You'll want a resolution that everyone can use. 1600x900 wouldn't work for me because my laptop is only 1366x768.

copied from Wikipedia: Common resolutions for 16:9 are 640x360, 854x480, 960x540, 1024×576, 1280×720, 1366×768, 1600×900, 1920×1080, 2048x1152, 2560×1440, 3840×2160 and 4096x2304

http://www.rmxpunlimited.net/forums/top ... esolution/

edit:
Oh look, he even posted it here too.

viewtopic.php?f=11&t=74937&p=843774&hilit=Custom+Resolution#p843774


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SekiRaze
  Sat Feb 25, 2012 10:24 pm
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if i had a hat, id tip it in your direction. that is BAWLIN. and i dont use this word often. THANKS :D !!!!!!!!!!

is 1240x700 a good resolution :D ?

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coyotecraft
  Sat Feb 25, 2012 11:49 pm
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At 1240x700 all your maps will have to be a minimal of 39 tiles high and 22 wide to fill the screen with out a black edge on the sides and bottom. And that'll cut off some pixels because the tiles are 32pixels X 32 and won't fit evenly.

1024 x 576 used in the demo fits the tiles perfectly. So that's recommended. That would mean your maps will have to be 32 tiles wide and 18 high exactly.


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SekiRaze
  Sun Feb 26, 2012 1:02 am
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also i have a first issue :/
this is how it looked like without script:
Image


this is wat it does :(
Image

i use mog-scripts, the revision of dervvulfman :( it wont display the backgrounds of the menus, instead he puts them behind the tileset. makes me sad :( i was so enthusiastic

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gRaViJa
  Sun Feb 26, 2012 1:22 am
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Yeah, messing with rmxp's screen resolution mostly ends with rage and failure, i've been there myself too.


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SekiRaze
  Sun Feb 26, 2012 1:31 am
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it aint rage, it is sadness :( i've reall all the mog, window and resolution scripts :(

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coyotecraft
  Sun Feb 26, 2012 2:14 am
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Just an Idea, try putting the mog menu script under the Resolution script.


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Reaper*
  Sun Feb 26, 2012 2:19 am
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The resolution script adds too many complications for my taste else it would be awesome to have in any project (Tough I would rather have a sort of script that does this but only in the full screen mode).


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SekiRaze
  Sun Feb 26, 2012 2:30 am
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coyotecraft wrote:
Just an Idea, try putting the mog menu script under the Resolution script.


tried that, was my first idea. tought of layers instead of scripts :/

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coyotecraft
  Sun Feb 26, 2012 6:05 am
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Ah ha! I figured it out. You just need to move the mnlay stuff below Mn_back and spriteset_map.new
I think the resolution script would draw the moving background (if it was enabled) or the tile map over the menu layout because thats the order its written in the script. Worked for me, but your script might look a little different from the version I was looking at.

Image


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SekiRaze
  Sun Feb 26, 2012 4:03 pm
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It works :D it was slightly different from the pic you had, but ive got the idea.

Image

on the left side you have the script after change, on the right side befor. on the left side where the numbers are, are colored lines that indicate the section of the script. therefor even without reading the script you can see the changes by color :)

HOW CAN I THANK YOU? ლ(ಠ益ಠლ)

edit: one last thing; my titlescreen requires that the options like new game, continue, etc work from left to right, not up to down. how do i fix that o: ? i guessed it might be in scene title, rather than in the mog menu, it is MOG - Scene Title Celia O:

the rest works ultra fine :)

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coyotecraft
  Sun Feb 26, 2012 7:38 pm
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The mog titlescreen uses pictures instead of cursors. All you have to do is edit the pictures to change where the new game options appear.
But You'll have to do a similar fix so that the resolution script draws the commands infront of the title background. Just move the com stuff like this
Image


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SekiRaze
  Sun Feb 26, 2012 8:54 pm
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well yeah that works fine and everything, i figured that out and it shows on to. the thing is, basic titlemenus are build like this:

-new game
-continue
-end game

mine is like this:

new game - continue - end game

basically it is set like this when i push up and down i change the options from top to bottom. i would like to have it from left to right :)

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coyotecraft
  Sun Feb 26, 2012 11:38 pm
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This is kind hard to explain if you don't have any knowledge of how the command windows and selection works.
Basically you need to make a new method in the Window_command to use 3 columns, pretty simple. Then have the title screen call that method.
I created a new method "columns" in the window command class:

class Window_Command < Window_Selectable
  #--------------------------------------------------------------------------
  # Adds 3 columns for the title screen
  #--------------------------------------------------------------------------
  def columns
    @column_max = 3
  end
end

Then called that method after the titlescreen creates a new command window.
@command_window = Window_Command.new(196, [s1, s2, s3] )
@command_window.columns

Here's title screen with the changes. Again, it might be a different version then what you're using.
Expand to see the code.


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SekiRaze
  Mon Feb 27, 2012 1:25 am
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the only way i could repay you this is... I MAKE ALL THE MOG WORK ON THE RESOLUTION SCRIPT O.O WHAT DO YOU THINK?

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