![]() You could use a choice in a text box, have an NPC ask a question, set it with a key item, have an options menu, etc. In fact, you could just use my version to bind a key you want (like F5 for example), and then remove the potentially problematic ones I mentioned above.Īgain, this isn't the only way to implement this, as all you really need to do is trigger the Window_Resize.r(width, height) function from the first script. However, many of these keys would probably be disruptive to activate a common event in most games (like the arrow keys and SHIFT), so I recommend not binding those to anything. This means you can bind the keyboard keys SHIFT, CTRL, ALT, the function keys F5-F9, and even the arrow keys (UP, DOWN, LEFT, and RIGHT). ![]() Sidenote: You can also use a version of the second script that I edited to add ALL keys that RPGMaker VX Ace can use. That's it! Once in game, press the assigned key when not in an event, and watch the screen change shape! Then, set the number next to your chosen key to the number of the common event (also set the other numbers to 0). When you've decided which button to use, and the number of your common event, find this section of the second script. Also, make a common event which does something a bit like this one: Most games only use A, B, and C, but check your game to ensure the one you plan to use for this is not used. This is a very versatile script that can have many uses, as it's basically like setting an item to the 'SELECT' button in a Pokemon game, so feel free to use it for whatever else you'd like. ![]() (If you already have a script/system to do this, then you can just use that). The second script is one that allows you to bind any of the system buttons (A, B, C, X, Y, Z, L, R) to a Common Event of your choosing. If you do want to use a key-binding, or are just curious, then feel free to read on! Examples of other implementations include: a choice in a text box, having a key item activate it when used, or put it into an options menu (just to name a few). NOTE: Honestly, if you have a way to trigger the Window_Resize.r(width, height) function in a convenient way, then you can probably stop reading here if you like. NOTE: When you use this function, be sure to set it to an exact multiple of the normal screen size, or else the image will get distorted (most notably with text). This script can also do a few other things, but this is what I'll focus on here. Normally, using the built-in function "Graphics.resize" has a maximum of 640x480, but the script's Window_Resize.r(width, height) function scales the game window to whatever size you specify. The first script is the one which changes the screen size. To install them, open up the script editor and copy/paste each script to an open slot below " ▼ Materials" but above " ▼ Main". on-events/ (Or my edited/expanded version here: ) (There are other ways, too, but this is just the way I know) So, here's a fairly simple way to nicely stretch the game window with a key binding, using just a Common Event. Adding adjustable screen sizes to your game will make it a much nicer experience for anyone using a small HD monitor (like most people), has the screen a small distance away (like a wall-mounted TV), and many others who have similar setups. I've also noticed that Ace's default resolution of 544x416 (or 640x480 using some scripts) is pretty small on more modern screens. I've noticed a lot of game creators on here using RPGMaker VX Ace.
0 Comments
Leave a Reply. |