![]() ![]() ![]() This way you can craft the pictures and the game accordingly so that it always looks good. blackmorning Re: BM MV Shop April 01, 2018, 08:09:23 PM MV Resources 15 4. 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). A collection of scripts for use with RPG Maker MV. Using map mode, try to make your desired map of your game. First, set your default tile set, if any, on the database after you’ve imported it using the resource manager. In the alternative, I suggest using one of the most common resolutions around (width and height with the 16:9 ratio!) Now that we have our plot planned and resources gathered, we will start laying out the setting of our game. 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. 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.)). Or, if you only want the actual size of the game's window (for windowed mode), and not the total screen size:Ĭonst width = * vicePixelRatio Ĭonst height = * vicePixelRatio Absolutely, it can! The script would just have to be changed to use something like this:Ĭonst width = * vicePixelRatio Ĭonst height = * vicePixelRatio ![]()
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