Welcome, here my request for today, what i need is a script that makes tile size to 64x64 reason is simple i use 120 pixel height sprites so the world needs to be bigger. I know one thing that i need to have two tilesets one normal one for editor and one double size for game to get tiles for game (i saw on one forum script for rpg maker vx ace but didn't check it). So my question is simple is there any similar script on internets or is someone willing to make one or is someone willing to say in what places i need to write custom script to support this?
Its going to require a Tilemap rewrite, which using RMXP's engine, is not something that can be accomplished perfectly.
Probably be simpler and less bugs to get a map zoom script.
RMXP
F0's Custom Resolution (http://forum.chaos-project.com/index.php/topic,7814.0.html) + Map Zoom (http://forum.chaos-project.com/index.php/topic,13852.0.html)
Drago - Custom Resolution II (http://forum.chaos-project.com/index.php/topic,13795.0.html)
RMVXA
MGC Map Zoom Ace v1.5 (http://www.mediafire.com/?s2v2nuaf15ats5s)
Drago's is good, but there is also this exact thing
[XP] Change Tile Size (http://forum.chaos-project.com/index.php/topic,13266.0.html)
That script only lets you change it below 32 pixels. Not above. Believe me, that script came into mind when I saw this script too.
Quote from: ForeverZer0 on August 15, 2014, 09:07:15 am
Its going to require a Tilemap rewrite, which using RMXP's engine, is not something that can be accomplished perfectly.
Probably be simpler and less bugs to get a map zoom script.
thanks i didn't think about zooming although i'm thinking how it will be looking when we zoom tiles to 64, i have hope it will look good enough to pass. Also one thing if i use XPAce the tilemap will looks better for rewriting tilemap class?? (also it's one of class definition (entire definition) in editor since i don't have access to rpg maker and i don't really remember or it's a mix of C code and ruby code??
Quote from: LiTTleDRAgo on August 15, 2014, 09:33:52 am
RMXP
F0's Custom Resolution (http://forum.chaos-project.com/index.php/topic,7814.0.html) + Map Zoom (http://forum.chaos-project.com/index.php/topic,13852.0.html)
Drago - Custom Resolution II (http://forum.chaos-project.com/index.php/topic,13795.0.html)
RMVXA
MGC Map Zoom Ace v1.5 (http://www.mediafire.com/?s2v2nuaf15ats5s)
as for scripts the map zoom after i checked the code i think i will be able to adapt it to resolution script that used in my game, also if i'm not wrong i need to write exception for characters that using non standart sprites because it also will enlarge them (also the change for their movement since it won't be enlarged).
Also it's a better option to use custom made zoom with antialiasing (by C dll) that make tiles better looking or use standard one (I ask because i'm not sure if standard zoom use AA already, and if i access external library so many times in code it's might be slower by access time although i'm not sure if it's a issue with how ruby handles access through win32api)
Quote from: Zexion on August 15, 2014, 11:32:41 am
Drago's is good, but there is also this exact thing
[XP] Change Tile Size (http://forum.chaos-project.com/index.php/topic,13266.0.html)
It's something similar to what i look, when i have a time i actually take a look on it and think if possible to make it for tiles bigger than 32px
Thanks for all answers it will help me greatly with my project
So i copied and fixed some problems with Map Zoom problems, but what left is compatibility with BlizzAbs means, the center of map isn't focused on player instead it moves only when player is on the edge, i tried to modify some methods in blizzAbs but everything doesn't work so i ask here what i need to modify in blizzAbs to center on my character??
So i have more information about that:
first all objects on map doesn't zoom (althought their passability array zoom with map see screen 1 )
(http://i58.tinypic.com/msyoa0.jpg)
second on right and down edges the screen seems to be moved (like the passability of tree is four tiles to right and some tiles to down, and we can walk on black border)
(http://i62.tinypic.com/jq5mbm.png)
Any solve or idea why it might happen will greatly help me
Quote from: LiTTleDRAgo on August 15, 2014, 09:33:52 am
RMXP
F0's Custom Resolution (http://forum.chaos-project.com/index.php/topic,7814.0.html) + Map Zoom (http://forum.chaos-project.com/index.php/topic,13852.0.html)
Drago - Custom Resolution II (http://forum.chaos-project.com/index.php/topic,13795.0.html)
RMVXA
MGC Map Zoom Ace v1.5 (http://www.mediafire.com/?s2v2nuaf15ats5s)
Your scripts doesn't work (For Map Zoom is showed in previous post, as your custom res with map script every res higher than standard one takes forever to load (i waited 2 and 1 minute before i shutdown) so it's not possible), the only one which might work is for VXAce but the real problem lies in that the VXAce doesn't have scripts that supports resolution higher than 640x480.
So i ask if someone could write me a working script for map zooming or tell me how to rewrite tilemap to support 64x64 tiles (although i believe doing this in ruby will cause lags) so the next option is to tell how do i write working script for map zooming.
Due to the limitations of the engine, there will probably never be a script that does this efficiently, so I highly doubt that you will have someone create a script for it, and "telling you how to do it" would be even more difficult.
Best advice, if you absolutely require this ability, is to use an engine other than RMXP.
EDIT:
As far as properly centering the player, look in Game_Player for the CENTER_X and CENTER_Y constants, they need altered, as well as the logic for scrolling the screen. What I wrote in my original resolution script should be pretty universal to properly handle that.
If you want 64 x 64 tiles, the best way on RPG maker is NOT change the tilemap and use 32 x 32 tiles but using squares of 2 x 2 tiles. You will have to change the player movement, the passability rules and some things more to adapt to the "double" tile maping, but the most difficult to rewrite in a efficient way is the tilemap and you won't have to do that.
Furthermore, I don't like the idea of changing the zoom of the tilemap. It will cause a problem of resolution between the graphics of the events (1x1 pixel resolution) and maps (2x2 pixel resolution), the result will look weird.
Quote from: dullman on September 08, 2014, 11:32:32 pm.... but the real problem lies in that the VXAce doesn't have scripts that supports resolution higher than 640x480.
http://himeworks.com/redirect.php?type=script&name=Unlimited_Resolution