RPG Maker MV

RPG Maker MV

Klace Oct 26, 2015 @ 8:54pm
Is there a way to make the game launch in Fullscreen?
Topic.
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Showing 1-10 of 10 comments
ocean pollen Oct 26, 2015 @ 9:17pm 
Not on websites.

Request for full-screen was denied because Element.mozRequestFullScreen() was not called from inside a short running user-generated event handler.

For PC platforms, try getElementById('GameCanvas').webkitRequestFullscreen() in a plugin.
Klace Oct 26, 2015 @ 9:19pm 
How do I create a plugin like that
Klace Oct 27, 2015 @ 8:51am 
bump
Fletcho Oct 27, 2015 @ 9:58am 
Press F4 in-game.
Klace Oct 27, 2015 @ 10:02am 
that's not launching in fullscreen though
Sabi Oct 27, 2015 @ 12:34pm 
This works for windows but not sure if it will work in other platforms:

Graphics._requestFullScreen() // Go to fullscreen
Graphics._cancelFullScreen() // Go to window
Graphics._switchFullScreen() // switch between window and fullscreen
Graphics._isFullScreen() // returns false if in fullscreen and true in window (I thought it would be the reverse, but there it is).

This can be implemented in ConfigManager to allow this in the options screen that will save the fullscreen state after exit. I'm currently working on a plugin for this.
Sabi Oct 27, 2015 @ 3:02pm 
A very simple plugin you can make, though. Create a new .js file with these instructions:

FSInitStart = SceneManager.initialize;
SceneManager.initialize = function(){
FSInitStart.call(this);
Graphics._requestFullScreen();
};

Place the file in your plugin folder and enable it. This will have the game run in fullscreen mode at the start.
GaryCXJk Oct 27, 2015 @ 4:25pm 
Two ways here for NW.JS (which is the wrapper RPG Maker MV uses):

1. In the deployed version (exported to Windows or Mac), you can find package.json. Just add "kiosk": true to the "window" object:

{ "window": { "kiosk": true } }

2. In a plugin or script or whatever, use the following:

var gui = require('nw.gui'); gui.Window.get().enterKioskMode();

To make it compatible with web, you can wrap it in an if-statement that checks if NW.JS is running:

if(Utils.isNwjs()) { var gui = require('nw.gui'); gui.Window.get().enterKioskMode(); }
Klace Oct 27, 2015 @ 6:45pm 
Originally posted by Sabi:
A very simple plugin you can make, though. Create a new .js file with these instructions:

FSInitStart = SceneManager.initialize;
SceneManager.initialize = function(){
FSInitStart.call(this);
Graphics._requestFullScreen();
};

Place the file in your plugin folder and enable it. This will have the game run in fullscreen mode at the start.

YOURS WORKED AMAZINGLY OMG
LarryP Oct 28, 2015 @ 9:11am 
Originally posted by Sabi:
A very simple plugin you can make, though. Create a new .js file with these instructions:

FSInitStart = SceneManager.initialize;
SceneManager.initialize = function(){
FSInitStart.call(this);
Graphics._requestFullScreen();
};

Place the file in your plugin folder and enable it. This will have the game run in fullscreen mode at the start.

This worked perfectly. Now I just need to give an option to Exit the game as there are no window controls.
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Date Posted: Oct 26, 2015 @ 8:54pm
Posts: 10