Quote from: LiTTleDRAgo on July 31, 2014, 05:44:04 am
I remember creating such a script: http://littledrago.blogspot.com/2014/01/rgss-drago-custom-resolution.html
to solve the viewport problem I had to create multiple instance for everything such as fog, panorama, etc
and in the end it became full of problem when used with other scripts that relies on Spriteset_Map
I made it in a way where the "main" viewport is the size of the screen, and the surrounding viewports are 640x480, and the primary viewport overlaps them. The only problem is that priorities get screwy when a character is on the far right or bottom of the screen, outside the top-left tilemap. Depending on the order of creation and Z values, they either go "underneath" the outer tilemaps, or are "on top", where tiles with higher priority are under them.
I though of maybe trying to use multiple character sprites as well, one for each viewport, but now I feel things are starting to messy with that approach. I could only create them as needed, but the very fact I need to do that tells me the approach might just be flawed.
My idea now is to figure out how to scroll the screen, playing with the ox and oy values where the screen can remain centered and move appropriately, but the main viewport is always covering the entire screen. Don't even ask how I plan to accomplish this yet, lol, I haven't figured it out yet.