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Game Resolutions

LTN Games

Master Mind
Resource Team
Xy$
0.01
So I like to go through numerous things before I dive deep into developing a game and now that I'm using MV I have to take into consideration game resolution. I'm really not sure how to go about this, do I want the user to be able to select a few different resolutions, or do I want to stick with one that is a more global resolution( if there even is one). Then we got mobile and I would love to have Sock Quest be on a mobile device as well but what resolution should I choose for that? Should I be making seperate game builds for mobile and desktop? What are you guys doing for resolution sizes ? Any insight on this would be very helpful.
 

Macro

Pantologist
Xy$
0.00
I've been wondering how to change the screen resolution too. Would love to know how. I am going to use big sprites in my game, and I need more space.

If it is not too complicated to set up a resolution manager either outside or inside of the game, I'd go with that. I usually like at least 25% of my screen available to the Desktop so I can still see the outer edges (taskbar, systray, etc.). As for Mobiles, I'd always go with the sharpest and fullest resolution.
[doublepost=1447959621,1447856053][/doublepost]I found the plugin - http://yanfly.moe/plugins/en/ScreenResolution.js

I like the resolutions for my games to be about x900+ and y700+. For mobiles I don't know, do you know how to export a mobile game yet?
 

LTN Games

Master Mind
Resource Team
Xy$
0.01
Right now Sock Quest is at 960 x 640, I been thinking of just doing full HD 16:9 but then you have to increase map sizes to reflect the game resolution otherwise you get a wierd looking game lol. I have not exported to mobile device yet, I will be as soon as I got something worth playing to do performance tests and what not. The proper way to export to APK or IOS is in the help file in case you're looking for help.
 

Rise Evil

Praised Adventurer
Xy$
0.00
Would have helped if we had a 16:9 background samples, large enough that it could resize itself according the resolution you choose. But it would probably too much to ask ^^"
 

cav_dan

Towns Guard
The canvas element used by RPG Maker isn't very responsive in itself. Most of the responsiveness is done by the developer himself.

That said, I really think you should try to limit your game to the smallest screen possible, growing in size as you get to Desktop computers. Build from the small screen to the bigger screens.

Now, you probably should have a single source and multiple builds of your game for different devices. Maybe keep the resolutions in a separate JSON file you can have in each build version.
 

Bizarre Monkey

I SHALL BE GLORIOUS!
Right now Sock Quest is at 960 x 640, I been thinking of just doing full HD 16:9 but then you have to increase map sizes to reflect the game resolution otherwise you get a wierd looking game lol. I have not exported to mobile device yet, I will be as soon as I got something worth playing to do performance tests and what not. The proper way to export to APK or IOS is in the help file in case you're looking for help.
I like to stay at 4:3 ratio. Perseverance Full Clearance is at 960x720. That's still 50% more leg room than XP, VX and Ace had.
 
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