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Just tried it and the 1920x1080 resolution worked perfectly windowed and fullscreen after Alt + Enter :) Thank you very much for this update!
None of the options you added work for me.
The default rpgmaker VXace full screen mode is rather horrible - 544x416, but no monitors support that resolution so you get 640x480 - letterboxed and pillarboxed (black borders on all sides). Looks really bad.
However it is fixable - Aldorleas game - Undefeated using the same engine as yours and it runs properly in full screen, without black borders. Still just 640x480, but that really doesn't matter since thats what all the assets are are at, so running it a higher res wouldn't look any better.
Not sure which scripts he uses or which you added sorry. I do know the fullscreen++ for rpg maker XP games works well to fix this problem, maybe the guy that made that has one for VX.
Atm all your resolution options do is scale the windowed mode for me. No idea why they have any impact on fullscreen for other people.
Changing them in full screen has no effect, except oddly the 544x416 mode causes my taskbar to flicker through the screen.
Im running a 27inch 1080p monitor, so with the 1080p windowed mode, and borderless gaming - I can get a fake fullscreen mode. But that stretches the graphics, obviously not what you intended the game to be played at.
You could probably use the existing scripts and add a 1440x1080p mode so with borderless gaming I could run it in a proper 4:3 ratio fullscreened. Probably the easiest solution ,and one id be happy with.
Or figure out which scripts aldorlea uses.
Or better yet code in a preserve aspect ratio checkbox, have the resolutions work in window and fullscreen. (Obviously will be really hard with the limitations of the engine, but maybe possible).
specs:
1080p monitor
W7x64
Nvidia GTX970
System much too powerful to be playing these kind games but i like them heh.
Hitting left or right on keyboard or controller (controller is especially noticeable) results in the options scrolling insanely fast. Even the lightest tap changes it at least a couple times. So I pretty much could only try each one by holding it a second and hoping for a good result on my slot machine of rez changing.
(other option changes move nice and slow, there is a good delay between each update)
I am curious, the resolution adjustment that you mentioned Aldorlea games use, does that increase the actual visible area of the in-game map? I know that method will create a tonne of problems for cutscenes and other in-game events in Atonement, so I can't realistically promise this is likely to be implemented. The only other way around is the screen stretching, but that's not ideal.
From what I noticed though, majority of RPG maker games, even commercial ones, seem to have black bars on the sides in fullscreen. (I've had a quick check on a couple of those that I own a little while ago in fact). So it's pretty common.
But I'm pretty sure it's also possible to simply stretch the game to remove the black bars, the same as you do for your 1920x1080 windowed mode, just maintain a proper 4:3 aspect ratio.
re: But it's common - everyone else sucks too. Yea not a good excuse. If your looking to make a low quality game like everyone else, perhaps charge only 1-2 dollars, not 10.
Also every single other rpgmaker game I've paid for did do proper, AR correct fullscreen. The vast majority of those are Aldorlea games, but a couple from other devs too. I mean it takes all of 5 min to copy and paste the script in that fixes it.
Btw I found the script that should fix this for VX ace:
http://forums.rpgmakerweb.com/index.php?/topic/14081-fullscreen/
Probably is what aldorlea used too, they had no dedicated programmer for most of their releases too.
With all due respect, I think the comment in regard to the game being of low quality was kind of unfair. I do realise it's not a great excuse, and I didn't intend for it to be one, but it's a difficult situation where it's not possible to appeal to absolutely everyone.
I will give that script a look, but I cannot honestly make any promises right now. I do appreciate feedback and criticism in regard to resolutions. Though if you still rather not play the game, you're very much free to refund it. I think that'll be fair to everyone.
I didn't say it was a low quality game. I said "if you're looking to make".
I only played an hour of it, and it seemed decent so far. I like the quality of the character portraits especially, some of the best i've seen.
re: Stretching - well every possible fullscreen mode is gonna stretch the game. There are no 544x416 monitors. How good/bad it looks depends on the scaler used, which will vary for each users system. Using the whole screen will always look better than not though, I don't see how anyone can argue with that.
If your looking to resolve the issue, then I'll not refund the game.
The game already offered non-square ones with the 1920x1080 res option.
And no, there is no logical arguement to not use your entire screen. Are the top and bottom 10% of the pixels on my screen somehow inferior?
By that logic, if you display the game on two identical machines side by side, on a 27 inch 1080p and a 24 1650x1080 inch monitor, - one with your favored black borders, one without - the 27 inch would look somehow worse in your eyes, as its using more pixels, yet the image is roughly the same size as the other screens.
In the real world they would look identical, except the 27" will look strange as it's artificially bordered.
Smaller LCDs of the same model are simply made with the same screens cut into different sizes, so trying to claim using more or less of them is somehow superior makes no sense.
The point is, unless the developer thinks the game only looks good on an X inch screen, there's no purpose to having the entire window bordered. All it does is waste screen real estate.
Yes a widescreen needs pillarboxing for a 4:3 game like this to display correctly, and yes non-square pixels are a bad thing, neither are what im asking for.