HOW DO I SET THE SCALE SIZE IN RMXP?
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Is their a way I can permanently zoom out the screen during game play?
I want my game to be played in the scale of 1:4, when I press it on the editor it doesn't matter because whenever I start the game its back to 1:1.
Hopefully theirs something I can do about this, please its frustrating me to hell ! >_<
I want my game to be played in the scale of 1:4, when I press it on the editor it doesn't matter because whenever I start the game its back to 1:1.
Hopefully theirs something I can do about this, please its frustrating me to hell ! >_<
I don't use Xp but if it's what I think you're thinking of then that's just your zoom function for editing your own maps.. Not what will be displayed when the game's played.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Yeah, that's just zooming out. If you want things to look smaller in the game, you need to actually make them smaller. In other words, make custom tiles where the objects displayed are much smaller.
author=NewBlack
I don't use Xp but if it's what I think you're thinking of then that's just your zoom function for editing your own maps.. Not what will be displayed when the game's played.
This is correct, there's no zoom in/out feature built into the RPG Maker series by default, and I'm not even familiar with even a script that can do zoom on the map view.
Thats a bit disappointing to hear because I don't want to make things smaller, I was going to make a game with bigger characters and maps to imitate cell shaded games like dragon quest on ps2 or Dragon ball-z
As I made one character as a test she was to big all you could see was feet and the ground. I also resized the sprite but it looked ugly like the eyes became to pixley e.t.c. Mode 7 never helped also.
Theirs a way I could just draw everything a bit smaller with thick lines so I can resize it to a playable level but I would prefer using real to life proportions in a semi 3d-cell shaded style game. Its all possible just for the little issue on the default screen ratio.
Are you sure theirs no way I can edit the scripts in rmxp so that the game is played zoomed out even just a little? I know you already said there's no script or built in function but it seems to be simple enough to maybe alter the default game script settings... I don't know just really want this to work out.
Thanks
As I made one character as a test she was to big all you could see was feet and the ground. I also resized the sprite but it looked ugly like the eyes became to pixley e.t.c. Mode 7 never helped also.
Theirs a way I could just draw everything a bit smaller with thick lines so I can resize it to a playable level but I would prefer using real to life proportions in a semi 3d-cell shaded style game. Its all possible just for the little issue on the default screen ratio.
Are you sure theirs no way I can edit the scripts in rmxp so that the game is played zoomed out even just a little? I know you already said there's no script or built in function but it seems to be simple enough to maybe alter the default game script settings... I don't know just really want this to work out.
Thanks
Uh... can we get a screen? I'm pretty sure we're all talking about different things here.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Zooming out would make things smaller, that's what zooming out means. Also I don't think you understand how pixels work maybe.
The good news is you can make characters whatever size you want though. A character image file is a 4x4 grid with one pose in each section. If your chara graphic file is 16x16 pixels, then when it's split up each of the poses will be 4x4 pixels. If your chara graphic file is 240x480 pixels, then when it's split up each of the poses will be 60x120 pixels. No scripting needed, just make it whatever size you want and the engine splits it up evenly into a 4x4 grid.
The good news is you can make characters whatever size you want though. A character image file is a 4x4 grid with one pose in each section. If your chara graphic file is 16x16 pixels, then when it's split up each of the poses will be 4x4 pixels. If your chara graphic file is 240x480 pixels, then when it's split up each of the poses will be 60x120 pixels. No scripting needed, just make it whatever size you want and the engine splits it up evenly into a 4x4 grid.
Is this understandable?
It seems the only playable size is sprite size although their is no limit for image size used it doesn't seem to matter anyway :(
The image is not mine, I ripped it off google just as a quick test.
It seems the only playable size is sprite size although their is no limit for image size used it doesn't seem to matter anyway :(


The image is not mine, I ripped it off google just as a quick test.
You could just zoom it in an image editor to the desired size. No need to make the code handle that sort of time-consuming work every frame.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If you zoomed it out you wouldn't be able to see the tree, the tree would still be the same size as her foot.
What you want to do here is exactly what you did, which is to change the size of the *character*. Except not as much. Try shrinking the image less than you did, so she's about... 50% taller?
And then find some custom tiles that have bigger trees. Because the size of that tree next to her already makes her look ten feet tall, and it'll be worse if you make her any bigger.
If that doesn't solve the problem then I still don't know what you want it to look like. I mean to me it's obvious that if she's too big in the first image and too small in the second one, you need to make her somewhere in between.
What you want to do here is exactly what you did, which is to change the size of the *character*. Except not as much. Try shrinking the image less than you did, so she's about... 50% taller?
And then find some custom tiles that have bigger trees. Because the size of that tree next to her already makes her look ten feet tall, and it'll be worse if you make her any bigger.
If that doesn't solve the problem then I still don't know what you want it to look like. I mean to me it's obvious that if she's too big in the first image and too small in the second one, you need to make her somewhere in between.
Hmmm yeah I guess, The tree's just to show the default image size thats see-able on X.P. I found a script to improve the resolution but haven't tried it yet maybe that may improve the image quality a bit.
Hopefully I could see her eyes and the detail a bit more. I'll post a screeny tomorrow, I'm a bit tired now...
In that case I think its best I use chibi characters like Anaryu's profile picture and just make everything proportionate to that. Guess I can't expect to make a PS2 looking game on X.P after all but its capabilities are only so much so I shouldn't complain.
Hopefully I could see her eyes and the detail a bit more. I'll post a screeny tomorrow, I'm a bit tired now...
In that case I think its best I use chibi characters like Anaryu's profile picture and just make everything proportionate to that. Guess I can't expect to make a PS2 looking game on X.P after all but its capabilities are only so much so I shouldn't complain.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
RPG Maker XP/VX have the same resolution as PSX, by default
You'd have to improve the resolution to make your main character any bigger without it looking ridiculous. If the main chararacter is as tall as half the screen then you can't see anything that's going on. It's an overhead view, not a 3D view behind the main character or something like that, so you need to be able to see a good distance in every direction around the character.
I think your second screenshot, the one that you said looks too small, is really close to being the biggest it can reasonably be without increasing the resolution.
You'd have to improve the resolution to make your main character any bigger without it looking ridiculous. If the main chararacter is as tall as half the screen then you can't see anything that's going on. It's an overhead view, not a 3D view behind the main character or something like that, so you need to be able to see a good distance in every direction around the character.
I think your second screenshot, the one that you said looks too small, is really close to being the biggest it can reasonably be without increasing the resolution.
Yeah, I just couldn't see any detail although it's the best size for such a sprite without ridiculous proportions
to the scale size.
I ripped Aanryu's profile picture and made this quick sprite ( sry but I had too ^_^ ). I never resized it so every detail is visible nothing looking pixley and such. I think the tree is also a bit more matched to the body height.
I never used the rez script as I now think its a waste of time since this already looks good.
What do you think? I think I can make the tree more visible with mode 7 but I keep getting this bug:
Script 'Mode 7 1' line 666 RGSSError ocurred.
failed to create bitmap
Thanks for the fast advice, I love this site for that. I think I solved 80% of my problems just Mode 7's acting up god knows why. If its any help here is line 666:
@map_ground = @map.clone
to the scale size.

I ripped Aanryu's profile picture and made this quick sprite ( sry but I had too ^_^ ). I never resized it so every detail is visible nothing looking pixley and such. I think the tree is also a bit more matched to the body height.
I never used the rez script as I now think its a waste of time since this already looks good.
What do you think? I think I can make the tree more visible with mode 7 but I keep getting this bug:
Script 'Mode 7 1' line 666 RGSSError ocurred.
failed to create bitmap
Thanks for the fast advice, I love this site for that. I think I solved 80% of my problems just Mode 7's acting up god knows why. If its any help here is line 666:
@map_ground = @map.clone
Mode7 can help because you're not using top-down drawings. So, what mode7 script are you using? Are you using any other script? Animated autotiles?
I'm using the Mode 7 ( from rpg-palace ) English version (24/04/08)
and the Universal Message System v1.6.3 by Ccoa is the only other script I have installed ( in the game ). I doubt it has any effect on Mode 7 since its a message script. Might be wrong but its the first time I've actually tried using Mode 7, before it was just laying around in my added scripts.
It would look sick with Mode 7 so I'd appreciate if you could help me squash this little bug.
and the Universal Message System v1.6.3 by Ccoa is the only other script I have installed ( in the game ). I doubt it has any effect on Mode 7 since its a message script. Might be wrong but its the first time I've actually tried using Mode 7, before it was just laying around in my added scripts.
It would look sick with Mode 7 so I'd appreciate if you could help me squash this little bug.
Hm..Why don't you try other Mode7 scripts, or try removing CCOA's message script and testing again? To remove, just paste it on a notepad, or better, use that Begin / End scriipt command wich I forgot exactly how to use (2 years since I last touched RGSS)
After you try, tell me if it did work. I'm pretty sure there are some good Mode7 scripts at Creation Asylum or somewhere else (let me do a quick search)
After you try, tell me if it did work. I'm pretty sure there are some good Mode7 scripts at Creation Asylum or somewhere else (let me do a quick search)

I killed our little insect, it was the map size that was too big, Mode 7 seems to crash if the size of the map is 500 by 500 or something very huge I think.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Oh, mode 7 helps a lot with that big of a main character sprite, it makes a lot more landscape visible. Too bad it pixelates the trees. But that's probably unavoidable.
Evicting pixellization on such a low resolution when using such forms of picture manipulation is, in fact, unavoidable. But I don't think it detracts from the visual impact. Also... 500X500?!?!?!?!?!? O_O
( I don't want to EVER have to walk a 500x500 map. Unless i'm The Flash or it's something like various things cluttered in a single map, wich I still think is a silly idea.]
( I don't want to EVER have to walk a 500x500 map. Unless i'm The Flash or it's something like various things cluttered in a single map, wich I still think is a silly idea.]
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Well, with sprites that big, I guess it's equivalent to more like a 250x250 map in an RTP game. Which is still really incredibly massive. If the entire dungeon is on one map then I guess it's almost semi-justifiable. If you have like a tower that's four or five floors tall and each floor is like that, then hahaha oh my god your tower would be bigger than all the dungeons and towns of final fantasy 6 combined.

















