Yes, changing the screen size is definitely possible. It does however require a script because of the way everything was designed in RMXP. I'll look around a bit and try and find a good one that I can officially support for this project. However, please be warned that changing screen sizes can very quickly become sticky business. Often times the majority of your menus will need to be completely overhauled to fit a new size, and maps may even need to be re-designed to capture an appropriate level of detail. You can find some recent discussion on this topic elsewhere in Game Dev here on PC to see what you may be facing.
I do want to officially change the resolution of this project though, so perhaps now is as good a time as any to try and finalize one. If I can get some suggestions on what would be the best screen resolution all around, I will try to officially implement it into the kit so that no one else will have to go through the headache unless they want a completely different size. The sooner this is decided upon and built into the project, the easier it will be.
Yes, and I do have a little bit of information regarding that in the first post of this thread. It should be noted, however, that there is no Rune Factory specific functionality. I am first and foremost building this as a Harvest Moon kit, while at the same time striving to leave any and all default functionality completely intact and functional. This includes the RMXP battle system, which should still work perfectly fine and entirely separate from anything I've added.
It may also be possible to use some of the custom RMXP battle systems developed by others, if you need something more true to the official games. I can't guarantee this though, as I have made some fairly extensive changes that are bound to produce compatibility issues somewhere. Once the Harvest Moon functionality is finished, I may look into developing some Rune Factory functionality. I haven't played any of them (yet) though, so I'm not an expert on that functionality. If there's a particular game that really captures the spirit of Rune Factory (much like Harvest Moon 64 is the very essence of Harvest Moon), I would be more inclined to play and implement features from that one. It will likely be one of the earlier Rune Factory games, with less of the added frills and more focus on the core mechanics.
NOTE: I've found what appears to be causing the freezing on tool use. It seems that a couple of tools have some issues that need to be worked out with tool charging, such as the watering can. When charging the tool by holding the X key, instead of quickly pressing and releasing the X key to use it, this buggy code is executed and freezes the player from doing anything. If you are careful about using tools and don't hold the X key long enough to begin charging, you should not encounter this freezing issue. I'll try to address it for the next release.
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Now onto business!
Version 2.2 has been released. The download link in the first post has been updated.
Here's a quick overview of what's been done:
Code:
-the greenhouse!
-added error catching for missing villager message data
-fixed error when using the hoe on a tilled tile
-fixed bug that prevented fishing pole from being used in a valid body of water
-fixed error when catching a junk item
-updated tilesets with more content
-finished ore-based tool upgrades
-added support for multiple farms with the option of separate barns, coops, lumber boxes, and greenhouses for each.
-added new settings, FARM_MAPS and GREENHOUSE_MAPS, to specify which maps (by ID) the player can farm on
-additional settings named BARN_MAPS and COOP_MAPS were added for multiple barn and coop support
-animal related logic has been optimized in various places
-removed /lumber text command in favor of Kernel.lumber_sign for optional multi lumber box support
-added support for turning without moving, based on code by Mobius XVI and SirBilly from rpgmakerweb.com
-saving and loading has been fixed
-debug databox now disabled by default
-crops are now watered automatically when it rains
-added $game_temp.face_align property to allow left or right alignment of villager faces when using Show Text
-Kernel.show_text updated to support messages within menus
-added new tool level menu similar to the one in HM:FoMT (access it from the notebook on the table in your house)
-added blacksmith with tool upgrade interface. You can find him in the new tool shop in town
-game variables 2 and 3 are now reserved for use by the blacksmith
-breaking rocks in the mine now yields a variety of items
-player can now interact with the dog and raise it's affection. Can be referenced with $dog
-can give player the dog using Kernel.get_dog, instead of having the dog by default
I've probably missed a few things in the list above, but these are the important ones. The most notable changes this time around are:
saving and loading have been fixed, multiple farm support, a functional greenhouse, and tool upgrades. Other changes include a functional dog, updated maps and tilesets, the ability to turn without moving, and plenty of bug fixes.
I re-factored a ton of code when implementing multi-farm support and tool upgrades, so there may be some new bugs that weren't there before. As always, let me know if you find them so I can get them fixed.
Enjoy!