A downloadable plugin

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Allows the developer to set a specific resolution throughout the game. The game will be launched in fullscreen with the chosen resolution.

 When overriding the default resolution (816x624), maintaining a ratio close to 16:9 is preferred in order to eliminate black bars on fullscreen mode because must modern screens use this ratio. The default override resolution on this plugin is set to 1104x624 because it retains the original height of RPG Maker MV's default resolution, thus avoiding the need to change most plugins, has a ratio very close to 16:9 and is still divisible by 48 (17*3, the default map tilesize number of pixels).

COPYRIGHT NOTICE:

This plugin is free to be used for non-commercial projects, however, for  usage on commercial projects, please donate here, on itch.io, the amount specified for this plugin. Any doubt don't hesitate to contact me, OpheliaEnigma, either through itch.io or my  email address: OpheliaEnigmaUltimateCoder [at] gmail.com

StatusReleased
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorOpheliaEnigma
GenreRole Playing
Tagsplugin, resolution, RPG Maker, rpgmakermv

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Click download now to get access to the following files:

OpheliaEnigma_FullscreenResolution.js 2.9 kB

Comments

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Hello, does it work in MZ?

What would be the specific amount to donate for use in commercial projects?

Hello!

Really sorry for the very late reply!


If you are still interested, you just need to pay the amount shown when you download. For this plugin it's 3 dollars.


Thank you very much for being interested !

Bought the script but in full screen I see no way of exiting the program. Esc button doesn't work. How does someone leave the game in full screen mode?

So, you can download this plugin, Title Command Customizer – MV Plugin – RPG Maker MZ Plugins (sumrndm.site) This will help you exit the game.

This is good for me on the worldmap screen, but when i open menu or go in a battle everything is messed up i use 272 x 208 resolution for 16x16 pixel . how do i make this work differently in battle or menu, should i use another plugins?

hey! sorry for the late reply, hope I can still help you. The problem is that, your menus, are probably made using images/plugins with specific resolutions in mind. Am I correct about this? If that is the case you would need to adapt the images and plugins. I can try to help you understand this better if you need :)

Deleted 92 days ago

No problem, thank you for trying out the plugin! :)

If it looks adequate on one screen, it doesn't necessarily look adequate on others, though, if they have different system resolutions, correct?

That is correct, yes :). The thing is, Rpg Maker programs will add black bars if the screen has a different resolution than what the game is prepared for. If you define a resolution ratio with this plugin, it means every multiple of that resolution will show the image correctly without any black bars! I know this can be hard to grasp at times, so if you have any question about it dont hesitate to ask, I hope I am able to help :)

It can never be made to be proportional to the player's system?

Absolutely, it can! The script would just have to be changed to use something like this:

const width = window.screen.width * window.devicePixelRatio;
const height = window.screen.height * window.devicePixelRatio;

or, if you only want the actual size of the game's window (for windowed mode), and not the total screen size:

const width = window.screen.availWidth * window.devicePixelRatio; 
const height = window.screen.availHeight * window.devicePixelRatio;

The problem with this (and the reason why I didn't add it to the script) is that pictures will not scale! The game will respond to the resolution of the player's screen, however, any pictures you have (such as a menu made with pictures, or any other, will still have the same resolution (number of pixels per width and height...)). Also, a game should be hand-made for each specific resolution, otherwise, you risk having the screen too far away from the character to compensate for large resolutions, thus resulting in a very ugly game.

In the alternative, I suggest using one of the most common resolutions around (width and height with the 16:9 ratio!)

You could even add a menu to your game with 3 or 4 different resolutions for the player to choose from (just like real computer games do). This way you can craft the pictures and the game accordingly so that it always looks good.

(1 edit)

Yeah, I'm assuming I'm going to end up needing to go with one because e.g. I just found the Community Lighting plugin only worked on a specified resolution, and if I didn't match it with this one it would only light up a small part of the screen. The problem then it seems to me is players on a mobile device, where I imagine everything will look small if I go with e.g. 1680x1050... how would I have a menu with choices? I suppose that might be a better solution if const will not scale...

I had the exact same problem with a lighting plugin. If you want to use a choice menu and have it work with the lighting plugin you will really need a custom script or, at least, edit such plugin. Alternatively, you can choose a specific resolution and edit the lighting plugin to work with it. It's less dynamic, but easier, and you can change the resolution when compiling for Android, PC, etc