Go Back   The PokéCommunity Forums > Creative Discussions > Game Development
Reload this Page Resolution and Window Size Demo

Notices
For all updates, view the main page.

Game Development Your number one stop for anything related to creating games (except ROM hacks). You can even make your own!



View Poll Results: Would you actually use this in a game?
Definitely! 14 100.00%
Why? I don't want it... 0 0%
Voters: 14. You may not vote on this poll

Reply
 
Thread Tools
  #1    
Old May 19th, 2007 (11:59 AM). Edited March 27th, 2008 by Glitchfinder.
Glitchfinder's Avatar
Glitchfinder Glitchfinder is offline
Let's all get along, please?
Silver Tier
 
Join Date: Sep 2006
Location: The Twilight Zone
Age: 25
Gender: Male
Nature: Careful
Posts: 477
Hi! I was looking around RMXP.org, and I found some interesting scripts. So, I decided to use them and manipulate them a little, resulting in this. I actually used several scripts, and even edited the Window_NameEdit and Window_NameInput scripts. Now, What I ended up with is a resolution demo that PERFECT for pokemon Games. Now, what it does is resized the tileset to 1/2 of its original size, as well as changing the window size so that it is actually 1/2 of its original size. The final result is a game demo with 16x16 tiles and a 320x240 window! Now, you still have to add in normal pokemon-sized overworld sprites, but that's easier than doubling their size to fit in a normal RPGXP game, right? Also, It won't resize the events, so you have to shring those images too, if you use them. (But, if you use images from the tileset, I'm pretty sure that they'll be the same size anyway) Anyway, on to the screenies!










EDIT: I just noticed a problem with the scripts in this project. To make it work properly, simply go to line 239 of the script named "Custom Resolution Script" and change it to this:

Code:
 
  Resolution.fullscreen
(Originally, it said "default", not "fullscreen")

Credits:
SephirothSpawn
Selwyn
Bluescope
Squall
Glitchfinder
Attached Files
File Type: zip Resaolution Demo 2.0.zip‎ (237.0 KB, 184 views) (Save to Dropbox)
__________________

Glitchfinder's Scripts









Reply With Quote
  #2    
Old May 20th, 2007 (02:23 AM).
The Dash's Avatar
The Dash The Dash is offline
Hurr.
Silver Tier
 
Join Date: Aug 2005
Location: Lurking in the shadows of the Games Development fourms.
Age: 23
Nature: Timid
Posts: 1,859
Send a message via AIM to The Dash Send a message via Windows Live Messenger to The Dash
Jesus Christ that's useful. The only quarry I have is with the text, it seems a bit small and blurry.
Reply With Quote
  #3    
Old May 20th, 2007 (08:44 AM).
Glitchfinder's Avatar
Glitchfinder Glitchfinder is offline
Let's all get along, please?
Silver Tier
 
Join Date: Sep 2006
Location: The Twilight Zone
Age: 25
Gender: Male
Nature: Careful
Posts: 477
Quote originally posted by The Dash:
Jesus Christ that's useful. The only quarry I have is with the text, it seems a bit small and blurry.
Yeah, I don't really like the text either. It was part of the original resolution script. I think that anyone who is going to make a Pokemon game would actually have to be skilled enough with scripting to fix it though. (At least until someone finishes a starter kit...) Thanks for the great comment!
__________________

Glitchfinder's Scripts









Reply With Quote
  #4    
Old May 20th, 2007 (11:24 AM).
LegosJedi's Avatar
LegosJedi LegosJedi is offline
Amateur Video Game Maker
 
Join Date: Jun 2006
Location: You wish!
Nature: Calm
Posts: 229
Send a message via AIM to LegosJedi Send a message via Windows Live Messenger to LegosJedi
Wow. I was looking for something like thsi! Good work! *downloads*
__________________
Firefox owns. Period. Get Firefox now!
Reply With Quote
  #5    
Old May 20th, 2007 (03:59 PM).
Glitchfinder's Avatar
Glitchfinder Glitchfinder is offline
Let's all get along, please?
Silver Tier
 
Join Date: Sep 2006
Location: The Twilight Zone
Age: 25
Gender: Male
Nature: Careful
Posts: 477
Quote originally posted by LegosJedi:
Wow. I was looking for something like thsi! Good work! *downloads*
I'm actually working on an update that fixes things like the menu (which you probably won't need) and the message window. (Which you probably will) I'm done with the message window, but I don't want to bother posting a new demo or new screenies at the moment, so here's the scripts you need to update:

Code:
 
#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
#  This message window is used to display text.
#==============================================================================
class Window_Message < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(40, 152, 240, 80)
    self.contents = Bitmap.new(width - 16, height - 16)
    self.visible = false
    self.z = 9998
    @fade_in = false
    @fade_out = false
    @contents_showing = false
    @cursor_width = 0
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    terminate_message
    $game_temp.message_window_showing = false
    if @input_number_window != nil
      @input_number_window.dispose
    end
    super
  end
  #--------------------------------------------------------------------------
  # * Terminate Message
  #--------------------------------------------------------------------------
  def terminate_message
    self.active = false
    self.pause = false
    self.index = -1
    self.contents.clear
    # Clear showing flag
    @contents_showing = false
    # Call message callback
    if $game_temp.message_proc != nil
      $game_temp.message_proc.call
    end
    # Clear variables related to text, choices, and number input
    $game_temp.message_text = nil
    $game_temp.message_proc = nil
    $game_temp.choice_start = 99
    $game_temp.choice_max = 0
    $game_temp.choice_cancel_type = 0
    $game_temp.choice_proc = nil
    $game_temp.num_input_start = 99
    $game_temp.num_input_variable_id = 0
    $game_temp.num_input_digits_max = 0
    # Open gold window
    if @gold_window != nil
      @gold_window.dispose
      @gold_window = nil
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.font.size = 12
    self.contents.clear
    self.contents.font.color = normal_color
    x = y = 0
    @cursor_width = 0
    # Indent if choice
    if $game_temp.choice_start == 0
      x = 8
    end
    # If waiting for a message to be displayed
    if $game_temp.message_text != nil
      text = $game_temp.message_text
      # Control text processing
      begin
        last_text = text.clone
        text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
      end until text == last_text
      text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
        $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
      end
      # Change "\\\\" to "\000" for convenience
      text.gsub!(/\\\\/) { "\000" }
      # Change "\\C" to "\001" and "\\G" to "\002"
      text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
      text.gsub!(/\\[Gg]/) { "\002" }
      # Get 1 text character in c (loop until unable to get text)
      while ((c = text.slice!(/./m)) != nil)
        # If \\
        if c == "\000"
          # Return to original text
          c = "\\"
        end
        # If \C[n]
        if c == "\001"
          # Change text color
          text.sub!(/\[([0-9]+)\]/, "")
          color = $1.to_i
          if color >= 0 and color <= 7
            self.contents.font.color = text_color(color)
          end
          # go to next text
          next
        end
        # If \G
        if c == "\002"
          # Make gold window
          if @gold_window == nil
            @gold_window = Window_Gold.new
            @gold_window.x = 280 - @gold_window.width
            if $game_temp.in_battle
              @gold_window.y = 96
            else
              @gold_window.y = self.y >= 64 ? 16 : 192
            end
            @gold_window.opacity = self.opacity
            @gold_window.back_opacity = self.back_opacity
          end
          # go to next text
          next
        end
        # If new line text
        if c == "\n"
          # Update cursor width if choice
          if y >= $game_temp.choice_start
            @cursor_width = [@cursor_width, x].max
          end
          # Add 1 to y
          y += 1
          x = 0
          # Indent if choice
          if y >= $game_temp.choice_start
            x = 8
          end
          # go to next text
          next
        end
        # Draw text
        self.contents.draw_text(4 + x, 16 * y, 20, 16, c)
        # Add x to drawn text width
        x += self.contents.text_size(c).width
      end
    end
    # If choice
    if $game_temp.choice_max > 0
      @item_max = $game_temp.choice_max
      self.active = true
      self.index = 0
    end
    # If number input
    if $game_temp.num_input_variable_id > 0
      digits_max = $game_temp.num_input_digits_max
      number = $game_variables[$game_temp.num_input_variable_id]
      @input_number_window = Window_InputNumber.new(digits_max)
      @input_number_window.number = number
      @input_number_window.x = self.x + 8
      @input_number_window.y = self.y + $game_temp.num_input_start * 16
    end
  end
  #--------------------------------------------------------------------------
  # * Set Window Position and Opacity Level
  #--------------------------------------------------------------------------
  def reset_window
    if $game_temp.in_battle
      self.y = 16
    else
      case $game_system.message_position
      when 0  # up
        self.y = 8
      when 1  # middle
        self.y = 80
      when 2  # down
        self.y = 152
      end
    end
    if $game_system.message_frame == 0
      self.opacity = 255
    else
      self.opacity = 0
    end
    self.back_opacity = 160
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If fade in
    if @fade_in
      self.contents_opacity += 24
      if @input_number_window != nil
        @input_number_window.contents_opacity += 24
      end
      if self.contents_opacity == 255
        @fade_in = false
      end
      return
    end
    # If inputting number
    if @input_number_window != nil
      @input_number_window.update
      # Confirm
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se)
        $game_variables[$game_temp.num_input_variable_id] =
          @input_number_window.number
        $game_map.need_refresh = true
        # Dispose of number input window
        @input_number_window.dispose
        @input_number_window = nil
        terminate_message
      end
      return
    end
    # If message is being displayed
    if @contents_showing
      # If choice isn't being displayed, show pause sign
      if $game_temp.choice_max == 0
        self.pause = true
      end
      # Cancel
      if Input.trigger?(Input::B)
        if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
          $game_system.se_play($data_system.cancel_se)
          $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
          terminate_message
        end
      end
      # Confirm
      if Input.trigger?(Input::C)
        if $game_temp.choice_max > 0
          $game_system.se_play($data_system.decision_se)
          $game_temp.choice_proc.call(self.index)
        end
        terminate_message
      end
      return
    end
    # If display wait message or choice exists when not fading out
    if @fade_out == false and $game_temp.message_text != nil
      @contents_showing = true
      $game_temp.message_window_showing = true
      reset_window
      refresh
      Graphics.frame_reset
      self.visible = true
      self.contents_opacity = 0
      if @input_number_window != nil
        @input_number_window.contents_opacity = 0
      end
      @fade_in = true
      return
    end
    # If message which should be displayed is not shown, but window is visible
    if self.visible
      @fade_out = true
      self.opacity -= 48
      if self.opacity == 0
        self.visible = false
        @fade_out = false
        $game_temp.message_window_showing = false
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index >= 0
      n = $game_temp.choice_start + @index
      self.cursor_rect.set(4, n * 16, @cursor_width, 16)
    else
      self.cursor_rect.empty
    end
  end
end
Code:
 
#==============================================================================
# Custom Resolution Script v0.82
#------------------------------------------------------------------------------
# Script by BlueScope
#==============================================================================
module Setup
  #--------------------------------------------------------------------------
  RESOLUTION = [(320).to_f, (240).to_f]
  #--------------------------------------------------------------------------
  def self.x_value
    return RESOLUTION[0] / 640
  end
  #--------------------------------------------------------------------------
  def self.y_value
    return RESOLUTION[1] / 480
  end
  #--------------------------------------------------------------------------
  def self.c_value
    return ((RESOLUTION[0] / 640) + (RESOLUTION[1] / 480)) / 2
  end
  #--------------------------------------------------------------------------
  def self.h_value
    return RESOLUTION[0]
  end
  #--------------------------------------------------------------------------
  def self.v_value
    return RESOLUTION[1]
  end
  #--------------------------------------------------------------------------
  def self.variance
    return (((RESOLUTION[0] / 640) + (RESOLUTION[1] / 480)) / 2) - 1
  end
  #--------------------------------------------------------------------------
end
 
module Resolution
  #--------------------------------------------------------------------------
  # The following method refers to the resolution changing script and has to
  # be placed below Selwyn's resolution script in order to work properly
  #--------------------------------------------------------------------------
  def self.default
    @default_size = size
    @set_window_long.call(@window, -16, 0x14000000)
    @set_window_pos.call(@window, -1, 0, 0, Setup.h_value, Setup.v_value, 64)
    @set_resolution.call(Setup.h_value, Setup.v_value, 4)
    @state = "default"
  end
  #--------------------------------------------------------------------------
end
 
class Game_Map
  #--------------------------------------------------------------------------
  # The following method refers to the Tilemap class and has to be placed
  # below SephirothSpawn's Tilemap class rewrite in order to work properly
  #--------------------------------------------------------------------------
  alias resolution_initialize initialize
  def initialize
    resolution_initialize
    @tilemap_tile_width = (32 * Setup.x_value)
    @tilemap_tile_height = (32 * Setup.y_value)
  end
  #--------------------------------------------------------------------------
  def scroll_down(distance)
    @display_y = [@display_y + distance, (self.height - 15) *
      (128 * Setup.y_value)].min
  end
  #--------------------------------------------------------------------------
  def scroll_right(distance)
    @display_x = [@display_x + distance, (self.width - 20) *
      (128 * Setup.x_value)].min
  end
  #--------------------------------------------------------------------------
  def start_scroll(direction, distance, speed)
    @scroll_direction = direction
    @scroll_rest = distance * (128 * Setup.c_value)
    @scroll_speed = speed
  end
  #--------------------------------------------------------------------------
end
 
class Game_Character
  #--------------------------------------------------------------------------
  alias resolution_initialize initialize
  def initialize
    resolution_initialize
    @move_speed = 4 + (Setup.variance * 2)
  end
  #--------------------------------------------------------------------------
  def moving?
    return (@real_x != @x * (128 * Setup.x_value) or
      @real_y != @y * (128 * Setup.y_value))
  end
  #--------------------------------------------------------------------------
  def moveto(x, y)
    @x = x % $game_map.width
    @y = y % $game_map.height
    @real_x = @x * (128 * Setup.x_value)
    @real_y = @y * (128 * Setup.y_value)
    @prelock_direction = 0
  end
  #--------------------------------------------------------------------------
  def screen_x
    return (@real_x - $game_map.display_x + 3) / 4 + (16 * Setup.x_value)
  end
  #--------------------------------------------------------------------------
  alias resolution_screen_y screen_y
  def screen_y
    y = (@real_y - $game_map.display_y + 3) / 4 + (32 * Setup.y_value)
    resolution_screen_y
  end
  #--------------------------------------------------------------------------
  def screen_z(height = 0)
    if @always_on_top
      return 999
    end
    z = (@real_y - $game_map.display_y + 3) / 4 + (32 * Setup.c_value)
    if @tile_id > 0
      return z + $game_map.priorities[@tile_id] * (32 * Setup.c_value)
    else
      return z + ((height > 32) ? 31 : 0)
    end
  end
  #--------------------------------------------------------------------------
  alias resolution_update update
  def update
    resolution_update
    if @anime_count > 18 - @move_speed * (2 - (Setup.variance * 2))
      if not @step_anime and @stop_count > 0
        @pattern = @original_pattern
      else
        @pattern = (@pattern + 1) % 4
      end
      @anime_count = 0
    end
  end
  #--------------------------------------------------------------------------
  def update_jump
    @jump_count -= 1
    @real_x = (@real_x * @jump_count + @x * (128 * Setup.x_value)) /
      (@jump_count + 1)
    @real_y = (@real_y * @jump_count + @y * (128 * Setup.y_value)) /
      (@jump_count + 1)
  end
  #--------------------------------------------------------------------------
  def update_move
    distance = 2 ** @move_speed
    if @y * (128 * Setup.y_value) > @real_y
      @real_y = [@real_y + distance, @y * (128 * Setup.y_value)].min
    end
    if @x * (128 * Setup.x_value) < @real_x
      @real_x = [@real_x - distance, @x * (128 * Setup.x_value)].max
    end
    if @x * (128 * Setup.x_value) > @real_x
      @real_x = [@real_x + distance, @x * (128 * Setup.x_value)].min
    end
    if @y * (128 * Setup.y_value) < @real_y
      @real_y = [@real_y - distance, @y * (128 * Setup.y_value)].max
    end
    if @walk_anime
      @anime_count += 1.5
    elsif @step_anime
      @anime_count += 1
    end
  end
  #--------------------------------------------------------------------------
end
 
class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  CENTER_X = ((320 * Setup.x_value) - 8) * 4
  CENTER_Y = ((240 * Setup.y_value) - 8) * 4
  #--------------------------------------------------------------------------
  def center(x, y)
    max_x = ($game_map.width - 20) * (128 * Setup.x_value)
    max_y = ($game_map.height - 15) * (128 * Setup.y_value)
    $game_map.display_x = [0,
      [x * (128 * Setup.x_value) - CENTER_X, max_x].min].max
    $game_map.display_y = [0,
      [y * (128 * Setup.y_value) - CENTER_Y, max_y].min].max
  end
  #--------------------------------------------------------------------------
end
 
class Sprite_Character < RPG::Sprite
  #--------------------------------------------------------------------------
  attr_accessor :character
  #--------------------------------------------------------------------------
  alias resolution_update update
  def update
    super
    if @tile_id != @character.tile_id or
      @character_name != @character.character_name or
      @character_hue != @character.character_hue
      @tile_id = @character.tile_id
      @character_name = @character.character_name
      @character_hue = @character.character_hue
      if @tile_id >= 384
        self.bitmap = RPG::Cache.tile($game_map.tileset_name, @tile_id, 
          @character.character_hue)
        self.src_rect.set(0, 0, 32, 32)
        self.ox = 16
        self.oy = 32
      else
        self.bitmap = RPG::Cache.character(@character.character_name, 
          @character.character_hue)
        @cw = bitmap.width / 4
        @ch = bitmap.height / 4
        self.ox = @cw / 2
        self.oy = @ch - (32 * Setup.variance)
      end
    end
    resolution_update
  end
  #--------------------------------------------------------------------------
end
 
class Spriteset_Map
  #--------------------------------------------------------------------------
  alias resolution_initialize initialize
  def initialize
    @viewport1 = Viewport.new(0, 0, Setup.h_value, Setup.v_value)
    @viewport2 = Viewport.new(0, 0, Setup.h_value, Setup.v_value)
    @viewport3 = Viewport.new(0, 0, Setup.h_value, Setup.v_value)
    resolution_initialize
  end
  #--------------------------------------------------------------------------
end
 
begin
  Resolution.initialize
  Resolution.fullscreen
  $scene = nil
end
__________________

Glitchfinder's Scripts









Reply With Quote
  #6    
Old June 18th, 2007 (05:45 PM).
DJB MASTER's Avatar
DJB MASTER DJB MASTER is offline
Pokémon3D Team
 
Join Date: Jun 2007
Location: Walsall
Gender:
Nature: Adamant
Posts: 57
Send a message via Windows Live Messenger to DJB MASTER
hmmm...looks very useful although i do agree with THE DASH about the text. Nice.
Reply With Quote
  #7    
Old June 19th, 2007 (07:50 AM).
Glitchfinder's Avatar
Glitchfinder Glitchfinder is offline
Let's all get along, please?
Silver Tier
 
Join Date: Sep 2006
Location: The Twilight Zone
Age: 25
Gender: Male
Nature: Careful
Posts: 477
Quote originally posted by DJB MASTER:
hmmm...looks very useful although i do agree with THE DASH about the text. Nice.
Actually, if you update the scripts with the ones I posted, it should have much better text.
__________________

Glitchfinder's Scripts









Reply With Quote
  #8    
Old August 17th, 2007 (09:21 AM).
rm2kdude's Avatar
rm2kdude rm2kdude is offline
Advanced Pixel-Artist
 
Join Date: Jun 2004
Location: usa
Age: 26
Gender: Male
Nature: Jolly
Posts: 355
The text is perfect now, hopefully the menu will be added soon.. so we can FINALLY have a resolution script. Good work mate!
__________________
Star Studios
Planet RPG Community Join a new and fresh community.
Get help quickly, and get responses to your work almost instantly. There's always someone on at any given time. Why not register and be apart of our community?
Reply With Quote
  #9    
Old August 17th, 2007 (11:07 AM).
Glitchfinder's Avatar
Glitchfinder Glitchfinder is offline
Let's all get along, please?
Silver Tier
 
Join Date: Sep 2006
Location: The Twilight Zone
Age: 25
Gender: Male
Nature: Careful
Posts: 477
Quote originally posted by rm2kdude:
The text is perfect now, hopefully the menu will be added soon.. so we can FINALLY have a resolution script. Good work mate!
Actually, I assumed that since this is mainly for Pokemon games, that you'll probably come up with your own menu. (I mean, the default menu system is SO not Pokemon-like)
__________________

Glitchfinder's Scripts









Reply With Quote
  #10    
Old August 17th, 2007 (07:49 PM).
rm2kdude's Avatar
rm2kdude rm2kdude is offline
Advanced Pixel-Artist
 
Join Date: Jun 2004
Location: usa
Age: 26
Gender: Male
Nature: Jolly
Posts: 355
Ah I see, I'm using it for other games besides pokemon.
__________________
Star Studios
Planet RPG Community Join a new and fresh community.
Get help quickly, and get responses to your work almost instantly. There's always someone on at any given time. Why not register and be apart of our community?
Reply With Quote
  #11    
Old August 20th, 2007 (01:41 AM).
mackoo's Avatar
mackoo mackoo is offline
 
Join Date: Mar 2007
Location: Poland
Gender: Male
Nature: Adamant
Posts: 209
Glitchfinder - so is it possible, to make it working on RGSS100J.dll? I need to use this version, because only it is in Polish.
Reply With Quote
  #12    
Old August 22nd, 2007 (10:57 AM). Edited August 22nd, 2007 by Avatar.
Glitchfinder's Avatar
Glitchfinder Glitchfinder is offline
Let's all get along, please?
Silver Tier
 
Join Date: Sep 2006
Location: The Twilight Zone
Age: 25
Gender: Male
Nature: Careful
Posts: 477
Quote originally posted by mackoo:
Glitchfinder - so is it possible, to make it working on RGSS100J.dll? I need to use this version, because only it is in Polish.
Well, you can download it and see. Also, if it doesn't work when you open it, then all you have to do is copy the data, graphics, etc. folders (but not game.exe or the ini) into a new project, and it should work.

OK guys, I've been working on a new release of this demo for the past few days, and thought I would give you a heads up. I inserted the basic scripts that resize the window and change the resolution into a new project, and started from scratch! (Not that you'll be able to tell, I used the same maps and events..heh) One of the bonuses of the next release will be that it won't change the monitor's resolution, so it will actually be the size you want. Also, since I'm working from the ground up, I had to rearrange some windows and insert some newer versions of default scripts. I actually combined the gold, step #, and playtime windows in the menu, and only have a few more windows and scenes to go. Anyway, I thought you'ld like the heads up, and I'll probably post the new, enhanced version in the next couple of days!

Edit: OOPS! Sorry for the double post! I'm reporting this post, and requesting that it be merged with my last post.
__________________

Glitchfinder's Scripts









Reply With Quote
  #13    
Old August 23rd, 2007 (09:58 AM).
mackoo's Avatar
mackoo mackoo is offline
 
Join Date: Mar 2007
Location: Poland
Gender: Male
Nature: Adamant
Posts: 209
OMG - I've tried all but still not work - can you download Rpgmaker XP 100J.dll, and rewrite this scripts? I was trying all but nothing works - I willb very pleased if you do.
Reply With Quote
  #14    
Old August 23rd, 2007 (10:57 AM). Edited August 23rd, 2007 by Glitchfinder.
Glitchfinder's Avatar
Glitchfinder Glitchfinder is offline
Let's all get along, please?
Silver Tier
 
Join Date: Sep 2006
Location: The Twilight Zone
Age: 25
Gender: Male
Nature: Careful
Posts: 477
Quote originally posted by mackoo:
OMG - I've tried all but still not work - can you download Rpgmaker XP 100J.dll, and rewrite this scripts? I was trying all but nothing works - I willb very pleased if you do.
You're problem is that you're not thinking outside the box. Copy the data, graphics, and audio folders to a new project, and ignore the stuff in the main window. Oh, btw, the version you're trying to use is now obsolete. Wait a couple of minutes for me to upload the new version, and then I'll post it.
__________________

Glitchfinder's Scripts









Reply With Quote
  #15    
Old August 23rd, 2007 (11:17 AM). Edited August 23rd, 2007 by mackoo.
mackoo's Avatar
mackoo mackoo is offline
 
Join Date: Mar 2007
Location: Poland
Gender: Male
Nature: Adamant
Posts: 209
Ok - will wait. (I think that moderator will delete this post...).
I just make this post to say that I'm really waiting for another version of this amazing script. I coppied all folders (nothing else) into new project, and game.exe asked for display.dll. When I coppied it, I had an error. So that's why I'm asking about the version in RGSS100J.dll - maybe illegal, but only it is Polish...
Reply With Quote
  #16    
Old August 23rd, 2007 (11:36 AM).
Glitchfinder's Avatar
Glitchfinder Glitchfinder is offline
Let's all get along, please?
Silver Tier
 
Join Date: Sep 2006
Location: The Twilight Zone
Age: 25
Gender: Male
Nature: Careful
Posts: 477
Quote originally posted by mackoo:
Ok - will wait. (I think that moderator will delete this post...).
I just make this post to say that I'm really waiting for another version of this amazing script. I coppied all folders (nothing else) into new project, and game.exe asked for display.dll. When I coppied it, I had an error. So that's why I'm asking about the version in RGSS100J.dll - maybe illegal, but only it is Polish...
I'm not sure what to say. The newest version should be compatable with the rgss100j.dll, but I'm not certain. I reworked it on vista, which cannot use the official version of RMXP.
__________________

Glitchfinder's Scripts









Reply With Quote
  #17    
Old August 23rd, 2007 (09:47 PM).
mackoo's Avatar
mackoo mackoo is offline
 
Join Date: Mar 2007
Location: Poland
Gender: Male
Nature: Adamant
Posts: 209
At least - still not works - before works just the game, now works just the project - I will download somewhere RGSS102E.dll - I know english very good.
Reply With Quote
  #18    
Old August 23rd, 2007 (09:59 PM).
O.G. Duke's Avatar
O.G. Duke O.G. Duke is offline
a.k.a OmegaGroudon
 
Join Date: Oct 2006
Nature: Adamant
Posts: 988
Send a message via Windows Live Messenger to O.G. Duke
Haiz...The battler dissappear when enter battle. Anybody can fix this?
__________________
This signature has been disabled.
Signature too tall
Please review and fix the issues by reading the signature rules.

You must edit it to meet the limits set by the rules before you may remove the [sig-reason] code from your signature. Removing this tag will re-enable it.

Do not remove the tag until you fix the issues in your signature. You may be infracted for removing this tag if you do not fix the specified issues. Do not use this tag for decoration purposes.
Reply With Quote
  #19    
Old August 26th, 2007 (09:46 AM).
Glitchfinder's Avatar
Glitchfinder Glitchfinder is offline
Let's all get along, please?
Silver Tier
 
Join Date: Sep 2006
Location: The Twilight Zone
Age: 25
Gender: Male
Nature: Careful
Posts: 477
Quote originally posted by OmegaGroudon:
Haiz...The battler dissappear when enter battle. Anybody can fix this?
I included a test battle background tyhat would show you where to put the battlers. You have to put the monsters in the top left corner (as in, less than halfway to the right, and less than halfway down) for them to show. That is because battler position is not included in in-game scripts, but is actually decided by the game builder.
__________________

Glitchfinder's Scripts









Reply With Quote
  #20    
Old August 26th, 2007 (10:12 AM).
.houndoomed .houndoomed is offline
 
Join Date: Apr 2006
Posts: 445
So if we used the smaller pokemon text (for RM2K3), it would be clearer?

Excellent job by the way, really handy especially for pokemon games
Reply With Quote
  #21    
Old September 23rd, 2007 (03:59 AM).
mackoo's Avatar
mackoo mackoo is offline
 
Join Date: Mar 2007
Location: Poland
Gender: Male
Nature: Adamant
Posts: 209
Ok for now I have original RmXp with RGSS102E.dll, and project run good, but game doesn't...
Reply With Quote
  #22    
Old June 6th, 2008 (10:00 AM).
rm2kdude's Avatar
rm2kdude rm2kdude is offline
Advanced Pixel-Artist
 
Join Date: Jun 2004
Location: usa
Age: 26
Gender: Male
Nature: Jolly
Posts: 355
A modification, this will allow you to have full windows showing, but mess around with the font settings, you'll get it right.
Code:
#================================================================
#BEGIN CLASS
#================================================================
#Script made by Squall [email protected]
#================================================================
begin
class Win32API
  #==============================================================
  #CONSTANTS
  #==============================================================
  SCREEN_WIDTH = 320
  SCREEN_HEIGHT = 240
  GAME_INI_FILE = ".\\Game.ini"         # define "Game.ini" file
  HWND_TOPMOST = 0                      # window always active
  HWND_TOP = 0                         # window active when used only
  SWP_NOMOVE   = 0                      # window pos and sizes can be changed
  #==============================================================
  #Win32API.GetPrivateProfileString
  #==============================================================
  #Checks your game's title in Game.ini
  def Win32API.GetPrivateProfileString(section, key)
    val = "\0"*256
    gps = Win32API.new('kernel32', 'GetPrivateProfileString',%w(p p p p l p), 'l')
    gps.call(section, key, "", val, 256, GAME_INI_FILE)
    val.delete!("\0")
    return val
  end
  #==============================================================
  #Win32API.FindWindow
  #==============================================================
  #Finds the RGSS Window
  def Win32API.FindWindow(class_name, title)
    fw = Win32API.new('user32', 'FindWindow', %(p, p), 'i')
    hWnd = fw.call(class_name, title)
    return hWnd
  end
  #==============================================================
  #Win32API.SetWindowPos
  #==============================================================
  #Changes Window position and size
  def Win32API.SetWindowPos(w, h)
    title =  Win32API.GetPrivateProfileString("Game", "Title")
    hWnd = Win32API.FindWindow("RGSS Player", title)
    swp = Win32API.new('user32', 'SetWindowPos', %(l, l, i, i, i, i, i), 'i')
    win = swp.call(hWnd, HWND_TOP, 0, 0, w + 6, h + 26, 0)
    #the line below makes the window on top of all others
    win = swp.call(hWnd, HWND_TOPMOST, 0, 0, w + 6, h + 26, SWP_NOMOVE)
    return win
  end
  #==============================================================
  #Win32API.client_size
  #==============================================================
  #Checks the Window's width and height
  def Win32API.client_size
    title =  Win32API.GetPrivateProfileString("Game", "Title")
    hWnd = Win32API.FindWindow("RGSS Player", title)
    rect = [0, 0, 0, 0].pack('l4')
    Win32API.new('user32', 'GetClientRect', %w(l p), 'i').call(hWnd, rect)
    width, height = rect.unpack('l4')[2..3]
    return width, height
  end
#================================================================
#END CLASS
#================================================================
end

  #==============================================================
  #Win32API.client_size
  #==============================================================
  #The width and height variables set the screen size.
  win = Win32API.SetWindowPos(320, 246)
  if(win == 0)
    p "Size change has failed!"
  end
end
__________________
Star Studios
Planet RPG Community Join a new and fresh community.
Get help quickly, and get responses to your work almost instantly. There's always someone on at any given time. Why not register and be apart of our community?
Reply With Quote
  #23    
Old June 21st, 2008 (12:31 PM).
rm2kdude's Avatar
rm2kdude rm2kdude is offline
Advanced Pixel-Artist
 
Join Date: Jun 2004
Location: usa
Age: 26
Gender: Male
Nature: Jolly
Posts: 355
Ok, just got a new computer and well... I dunno what to say, I can't get the screen 320X240.. it's like the resolution zooms itself.

By default it goes to 800X600, I tried setting it to my laptops screen size and well... I can't see the bottom window of the game screen, it's like it's zoomed in.

I'm Using Windows Vista Home Premium.
__________________
Star Studios
Planet RPG Community Join a new and fresh community.
Get help quickly, and get responses to your work almost instantly. There's always someone on at any given time. Why not register and be apart of our community?
Reply With Quote
Reply
Quick Reply

Sponsored Links

You may also like.. (Beta)
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are UTC -8. The time now is 08:54 AM.