

Like i said you can change the Resolution of the Games you create to the max of 640x480. Did it work?Ĭhanging the Resolutionm of Pixel Games will change the Visible Area around the Player,Īnd thats nothing good, because the artists and developers of that game designed the maps and areas specialy for that resolution, changing that would make things visible which should not be visible, or simply look ugly because of that, Pictures could be cut of at some points or stretch and look different and not optimal. You can Play in Windowed Mode in normal resolution or you Zoom that to your Monitor Size in the Way i explained above. You dont change the resolution of Projects of others and you are not supposed to insert any Scripts into them.

Am I allowed to say that here? Anyways, many thanks for the reply! Wish there was some kind of epic hack for the engine to force larger resolutions.lol. You mean the game's community hub? I would, but unfortunately Aldorlea Games seems to have a pretty poor track record of keeping any kind of promise at all, as I asked them half a year ago to add a guide for one of their games as DLC (they actually agreed) and it still isn't there in the store. I would simply ask in the game discussion thread if that could be implemented instead. Yeah, unfortunately, without a way of removing the encryption, you can't do this unless there's some debug console script in place that would let you do this from a console input akin to some games like Unreal. I just bought yet ANOTHER small-screen RPGMaker game this Halloween Sale! So I'd like to try that script you posted: Graphics.resize_screen(640, 480)īut problem is, I'm a total nub when it comes to this stuff, how do I add a script to an already completed game? All the tutorials I can find are about adding scripts to your own RPGMaker project. Jizzard The Tentacle Wizard:Hey.it's me again. Then swap out the "database sheet" with your "deployment sheet" when you're playtesting or sharing.Originally posted by Mr. Use the "database sheet" in your system folder when you're assigning icons in your database, so you can make sure you're selecting the correct icons. Because the Database will show you icon slot "X" according to a 32 x 32 grid that is 16 icons on the horizontal, while the plugin will call up icon slot "X" according to a 48 x 48 grid that is 16 icons on the horizontal.Ī good work around if you decide to use different than standard size icons, is to have "database sheet" (32 x 32 16 icons per row) & your "deployment sheet" (desired # x # 16 icons per row).

So the image you assign in the database isn't what will actually be pulled up. However, the database itself will still read the image file in 32 x 32 squares. So for example if you make 768 x 960, image file in concert with Yanfly's core engine Icon resize to 48 x 48, it will work fine in play test & deployment. Keep in mind though that the database won't allow you to assign anything outside of the first sixteen slots on a 32 x 32 row. For example my own custom set is 512 x 3200. Or you can make a custom set by keep the horizontal dimensions, & just extending the vertical dimensions. Pretty much every other nooblet falls for it the first time they google "RPG Maker Icon sets".Īs for resizing, Yanfly's Core Engine will let you use a larger than default iconset, if you think the 32 x 32 set is too small. Автор сообщения: BabyPinkSnailActually this is no longer neccisary as I was gonna use an iconset back then that im pretty sure used stolen art so I no longer use it anyway, however thanks for the input!ĭon't feel bad that one has been floating around for years, with a small army of people who try to pass it off as their own creation all over the net.
