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Also, the screen filtering code is entirely custom. How do you think the game knows to automatically size the screen to your native resolution? That's not default RPG maker code, which relies on letterboxing and always displays at 544x416 in windowed mode. You shouldn't be experiencing flickering at all... but if you are, making sure "reduce screen flickering" in the options menu is ticked may help.
After an hour or two, I decided to use Xpadder to get access to my controller's d-pad and it was great from there.
the game dosent get sized to my native resolution. its very clearly some low resoltuion mode, which is made even more clear by leaving fll screen mode and seeing your desktop locked to something like a fake 640x580 resolution until you kill the game. not to mention every single version of RPGmaker ever can do full screen. that "reduce flickering" button is the built in generic RPGmaker options. and it actually makes things far worse.
thats not an acceptable answer from a developer. "oh i never actualkly bothered to check what the built in controller support for the engine ive been using for years does, SO USE A 3RD PARTY PROGRAM THAT IS USUALLY FULL OF SPYWARE IN THE DOWNLOADS"
seriously bro?
And since when Xpadded is full of spyware? Any proof to back up your claim?
I agree with you in the sense that controller functionality should be taken a lot more seriously.
@Dark Gaia Make so that the dpad can be used and buttons remapping is clearly labelled and the fun factor will improve dramatically. If players struggle with the controls, do you think they will buy and play all 3 episodes?
Taking a look at the actual code that handles controllers, it's pretty trivial to implement a modern XInput scheme which should improve hardware compatibility but the real problem is button mapping. Since the F1 config screen is hard coded in the engine and editing it is impossible without DLL access (which breaks the engine's EULA), actually labeling the buttons properly is problematic. The other solution is to just ignore that screen entirely and define the button mapping myself in a script... but the problem with that is the user won't be able to change the mapping.
The engine just isn't built with proper controller support in mind and most developers choose to focus on mouse/keyboard as the primary control scheme. RPG Maker's controller support is just kind of there, and most devs don't provide official support for it.
@[KINGS] The King: By default, RPG Maker runs in 544x416 in windowed mode, which is then (poorly) scaled to fit your monitor in full screen mode. In full screen mode, most RPG Maker games appear as a small window in the center of your screen surrounded by black borders.
With my code, windowed mode will scale to your native resolution, and full screen mode should actually fill the screen, with letterboxing only being used on the sides to maintain a 4:3 aspect ratio. Go ahead and press F5 to toggle to windowed mode, and you'll see the game is actually dynamically scaling to your resolution instead of being locked to 544x416. I've also tried to eliminate flickering caused by RPG Maker's screen rendering as much as I can, but the engine does have hardcoded features that simply cannot be changed with scripting, and hardware rendering is one of them.
as for your choice of forced scaling, the actualy scaling filter used is the basic filter the engine itself uses, bilinear if i remember correctly, which looks terrible in all cases. rather than forcing a fake 4:3 ratio, use a script to increase the actual displayed resolution to the video display resolution, i.e. instead of stretching images you increase how much of the map is visible.
its quite shocking to me that somebody can be working with this engine for as long as you have and know so little about how to actually use it. i assume you make forum posts begging for scripts that do something then just edit variables with no real understanding of how said scripts work?
Of course not. That's entirely what you're not understanding here. I can't just simply download and drop in other people's scripts because most publicly available RPG Maker scripts can't be used in a commercial game. That's the whole problem.
I'm well aware there's a script that increases the resolution of the engine. The problem? It uses an external DLL file to do this in order to get around engine hardcoding, which breaks the EULA. Everything I use has to be in the public domain, coded by myself, or tailored especially for this game, and since Degica (the devs/publishers of RPG Maker itself) publish this game it all has to work within the defined limitations. The solution I chose was to upscale the window to match your resolution, so at least you're not playing in a tiny window.
It's the same thing with controller support. It's hardcoded in the engine. I could drop something in that remedies things a little bit, but I need to have the rights to whatever code I'm using, and there's not a whole lot that can be done without breaking the engine's EULA.
Go ahead and take a look at any of the RPG Maker games published by Degica on Steam. Every single one made in any version of the engine before MV will have the same problems you've identified. It's just the nature of how the engine is coded, unfortunately.
tl;dr youre using RPGmaker specifically because you dont know something as simple as the engines scripting system and how to write your own scripts, nor as simple as creating your own dll wrapper for grabbing Xinput controllers. maybe go and google "how do i make a video game" before you start buying premade game engines that you clearly dont know how to use, and are extremely limited and outdated.
You went into this knowing it is a RPG maker game, yet complain that it is restricted by the limitations of RPG maker. That doesn't seem very smart to me.
RPGMaker has significant engine limitations that many authors have come across and they end up bypassing them by using significant custom scripting and/or violating the EULA and hoping nobody will notice.
For example, many of the RPGs published by 'Amaranth Games' blatantly copy & paste entire private game-specific scripts from other creators (with their copyright and non-commercial clauses still embedded in the script code) and they publish the games that plagiarize these scripts (written by other authors) and sold for commercial profit with pure impunity. Nobody knows or calls them out on it.
How do I know? I've come across a utility that can 'decompile' most RPG Maker released games into their 'project' parts to be opened in the relevant copy of RPG Maker. This includes all art, music, and especially script/code assets. It is really nice to do this to see who commits plagiarism and gets away with it.
I'm happy that the developer of this particular game has NOT gone down that route and chooses to NOT violate the EULA of the RPGMaker version they're using. Ultimately I'd much rather prefer authors end up 'graduating' to a proper engine like Unity and/or Unreal engine. In this case, Unity has a prebuilt ready-to-go RPGMaker style toolkit in their Unity Store (for free) for making these kinds of games and easy porting to several platforms and translation into other languages.
For me personally, the F5 thing doesn't work (AMD GPU-specific issue perhaps?) even though it works on other RPG Maker games like Eternal Senia and Erinye just fine. I am not going to complain about the lack of Options (like a volume slider) on the main menu instead of having to enter in game, sit through cutscenes, and THEN adjust things in options later. The F1 remapping is basically useless. I use AntiMicro[github.com] to remap controls whenever I encounter this issue.
The Great and Powerful PooKing might be a filthy casual/peasant that is used to yelling at game devs for things that PC players have learned to solve on their own. To be PCMR, one must step up to the challenge and use your brain instead of spewing verbal trash at INDIE game devs for very minor things.
Update: Fixed my fullscreen issue and posted here. Turned out to be an RPG Maker quirk. Also I'm all about holding game devs accountable for things they can easily change/fix, but RPG Maker is one of those engines that makes it really difficult to do some of the most basic things.
That said, I am primarily a PC Gamer and I'm well aware of how limiting RPG Maker is when it comes to including the most basic of features such as resolution options or actual key rebinding that works properly. It's a vastly outdated engine and it's primarily meant to be used for games that will be played by a casual audience who don't care about that kind of stuff.
I stick with it (for now) because it's what I know and I'm confident enough that I can produce something worthwhile with it. In the future I'd love to graduate to Unity or Unreal, but when you're just one guy making games for a living taking the time to learn a new engine is actually not that easy - and if I'm going to graduate to a "proper" engine I'd rather learn to use it to its full potential and not use a toolkit.