4/7/2024 0 Comments Rpg maker vx ace light pluginThere are already enough of those general things. ![]() Check it before you request thigs like "more keys" or "an iron sword". ![]() If you have more general requests, here ist Granny's Icon List. If there are already a lot of open requests, wait until they are solved. If I refuse your request, deal with it and wait more than just a few days before coming back again. Please check the sheet before requesting something. Give that Avy some feedback after she did your request. What do you need? - Good description and pictures! If there is no chance to find an image a good description is okay, but a image and just the title isn't!īe patient and friendly and I'll treat you the same way. You can ask for 1 from scratch icon or 2 resizes of existing (in my sheet or the RTP) icons at one time. MV Icons II (manually(!) upscaled Ace Style) (32*32)ġ from scratch or up to 2 upscales from my 24*24 icons I am a human being and not an icon machine. May have to work in MV, though, and just work with the lag.The first thing to mention is that I set great store on how you ask me to help you. MZ can be changed to support a tilesize of 64圆4 with a plugin, so you can theoretically use Ace's assets (which are intended for 32x32) since the scale factor is exactly 2, so there wouldn't be any quality loss. Ace runs super smooth on my computer, so I was hoping to work in it. VX Ace is great, but it's also aging and on some systems it's already stopping to work correctly. Which is a shame, I got it working in MV, but MV tends to lag my computer. Sounds like you're saying it's a lost cause to get this in Ace. Any arbitrary resizing will still look crisp and not blurry. It still looks non blurry, even if the window is, like 137.2% the right size. The tiny fuzziness in the video is only because of my low quality capture, I can guarantee that there is no blurring going on, no matter what size I make the window. However, as I manually drag the window, and make it bigger, the pixels stay crisp. As you can see, the base game is VERY low resolution. This is what I'm trying to get in Ace.Īs an example, I recorded this. In RPG Maker MV, you can make it so that, when resizing, the window will do its best to keep everything crisp and smooth. In your example that probably looks OK because the player who made that video had a monitor that does have exactly the correct size - or he had an older CRT monitor instead of the now common TFT, because the one advantage CRTs have over TFTs is that they are not limited to a single physical resolution (they have quality disadvantages compared to TFTs, and require much more space on your computer table, but they are not limited to a physical pixel number). Only 3D can have automatic scaling, it is not possible for 2D games. The DX-Port mentioned above might remove the restrictions of the DLL, but even then it will still require you to prepare for different screen sizes in the game itself. ![]() To prevent blur or interpolation the game needs to be able to change its screen size to adjust for different monitor sizes - and that is something almost impossible to do due to the restrictions placed on the display dll. ![]() This gives the middle pixel a grey color - and is what you see as blur.Įven if you manage to find a multiple that is not blurry (which is possible if you go down to game sizes below 640x480) this will only work for that single specific monitor size - since different players have different monitors the game will be blurry again for other players. How do you determine the color of the middle pixel? setting it to white or black will distort the geometrics (have one leg of a pixel human be thicker than the other for example), so most display cards mix the color of the adjacent pixels. Just think about it: Let's assume you have a game screen of 2 pixel, one white and one black and use 150% zoom - you now have 3 pixels to place where there is only data for two pixels. That is because the reason for the blur is interpolation for partial pixels. To prevent blur the monitor screen size needs to be a full multiple (100%, 200%, 300%, etc) of the game screen size.
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