[XP] XP Ace Tilemap

Started by KK20, November 02, 2014, 05:53:24 am

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LiTTleDRAgo

@^ use RGSS300.dll or try delete this line

    return Graphics.resize_screen(w,h) if Graphics.respond_to?(:resize_screen)

Zexion

November 15, 2014, 11:57:52 am #21 Last Edit: November 15, 2014, 11:59:12 am by Zexion
It was because I didn't use the script call you mentioned $resolution.resize_screen(width,height).
The zoom thing is totes awesome though, perfect for my cutscenes :D

Edit: oh wait, I just noticed that it doesn't affect character/event sprites

MetalZelda

Quote from: Zexion on November 15, 2014, 11:57:52 am
Edit: oh wait, I just noticed that it doesn't affect character/event sprites


Not using the same engine but same problem
Anyway it got heavily improved, no more probs

Zexion

It's kinda funny how such a small thing like floats can cause such destruction xD

LiTTleDRAgo

November 15, 2014, 12:10:24 pm #24 Last Edit: November 15, 2014, 12:24:27 pm by LiTTleDRAgo
Quote from: Zexion on November 15, 2014, 11:57:52 am
Edit: oh wait, I just noticed that it doesn't affect character/event sprites


search in all your script that rewrites zoom_x & zoom_y in Sprite_Character#update
then below that try to add this
    self.zoom_x = $game_map.zoom_x
    self.zoom_y = $game_map.zoom_y

Zexion

Alright it's working, but just a heads up *= in the update method caused it to keep zooming forever so I just did =
Is there anyway to keep the resolution from changing back to 640,480?
At the moment, it begins at 640x480 resolution. I head over to the event and call the zoom and resolution changes, which works initially, but the resolution then changes back leaving excess black space.

LiTTleDRAgo

November 15, 2014, 12:44:02 pm #26 Last Edit: November 15, 2014, 12:57:45 pm by LiTTleDRAgo
Quote from: Zexion on November 15, 2014, 12:23:32 pm
Is there anyway to keep the resolution from changing back to 640,480?


try replace resize_screen method with :

*--deleted--*

Zexion

It still happens :\
Maybe it's something in the update method?

LiTTleDRAgo

probably something in your script keeping the resolution back again? (search all Graphics.resize_screen in your script)
or maybe you really should change your dll to RGSS300.dll

Zexion

The thing is, it works with the version on the first post. I have the rgss300.dll, and I'm only calling Graphics.resize_screen in main, which is to set the screen to 854x480 for the dll. I searched all my scripts and none of them call resize_screen D:

KK20

wooo~ thanks for that Drago! I'll have to take a look at it later this week.





   


   
   


   
   

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LiTTleDRAgo

@zexion
try redownloading the script, if it still persist, send me a demo so I can look at it

Zexion


MetalZelda

Still have probs with zoom, and I know it's due to the XAS engine I'm using, but after hours and hours of tweaks of the XAS main scripts I wasn't able to make it to work  :???:

Zexion

Is it still the sporadic column shifting and what not or is it something else?

LiTTleDRAgo

Quote from: MetalZelda on November 17, 2014, 11:05:40 am
Still have probs with zoom, and I know it's due to the XAS engine I'm using, but after hours and hours of tweaks of the XAS main scripts I wasn't able to make it to work  :???:


try cut this part from the script and place it in a new slot below XAS and above main

#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
#  This sprite is used to display the character.It observes the Game_Character
#  class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Character
 
  $@ || alias_method(:zoom_update_character, :update)
 
  def update(*args)
    if @old_character_zoom_x
      self.zoom_x = @old_character_zoom_x
      self.zoom_y = @old_character_zoom_y
    end
    zoom_update_character(*args)
    @old_character_zoom_x = self.zoom_x
    @old_character_zoom_y = self.zoom_y
    self.zoom_x *= $game_map.zoom_x
    self.zoom_y *= $game_map.zoom_y
  end
end

PhoenixFire

Quote from: Subsonic_Noise on July 01, 2011, 02:42:19 amNext off, how to create a first person shooter using microsoft excel.

Quote from: Zeriab on September 09, 2011, 02:58:58 pm<Remember when computers had turbo buttons?

Zexion

Drago, did you add fullscreen to it? Last time I tried, the screen just stretched and showed 640x480 but now it goes into proper full screen and retains window size when exiting. I'm asking because that's exactly what I wanted, and I wanted to take a look at the code for full screen, but I don't see it.

LiTTleDRAgo

done

$resolution.fullscreen  # go to fullscreen 
$resolution.fullscreen? # returns true if fullscreen
$resolution.window      # revert to window

MetalZelda

Quote from: LiTTleDRAgo on November 17, 2014, 10:28:49 pm
try cut this part from the script and place it in a new slot below XAS and above main


It partially fixed the zoom, the player zoom works but not the event, XAS Sprite was the culprit for the player