![]() ![]() The sprintf call is the actual part that calls the vocab string, and as you can see it first calls the Vocab line and then passes each of the replacement texts in order after it.Ģ. ![]() Sprintf(fmt, Vocab::hp, -hp_damage)To break it down the fmt is looking to see which of the Vocabs to call (Since the method is used for both actors and enemies) which it then passes on to the sprintf call. Not this one and not rpgmakerweb.Fmt = ? Vocab::ActorRecovery : Vocab::EnemyRecovery For those that do have the file and ever get problems with the program when making their game, there is no support from the company to resolve the problem.Ī bit of google searching for me and I was able to find it. There has always been talk about how it should be allowed. I know that some people had it shared and if it still is then thats where you would get it.įor me to provide it or give a link to it would make me support breaking the EULA. It is an unlicensed version of the dll file. I and several other people have the file, but we are not legally allowed to share it. I know, VX Ace isn't exactly that relevant any more, but it's about time we solved this and kept it solved. Not only do I want to use it myself, but I REALLY want to create a tutorial (hosted on many RPG Maker sites) for other people wanting to change the resolution to their VX Ace games with a fresh download link for the DLL file. I'm writing this forum post to ask if anyone has a way of accessing it. ![]() So, does anyone have the DLL file or access to it? I'm posting this on RPG Maker Forums as well. Therefore, I'm writing this forum post to ask if anyone has a way of accessing it. I really want to try this thing out, but I don't know where to get it. Any other links to this file doesn't work anymore for various reasons like outdated downloading sites from 2014 or whatever. The download link to the DLL doesn't work any more. The other way people have changed their game's resolution is with a DLL modification, found here. Unless I can figure out how to solve these issues, I can't use this script. Additionally, parallaxes don't show up at all, even if the image is to scale with the resolution. When the screen fades out during the "transfer player" command and when you load a save state, the fade out effect isn't to scale and appears on the top left corner of the screen. While it does it's job visually, it has a major functional issue. The scripted resolution-changer can be found here. ![]() The two closest attempts to break the resolution have been through a script made by an unknown user and a modification to RPGMVXAce's DLL. There have been many people out there trying to figure out how to break this limit, but nobody has completely succeeded. For example, I'm hoping to make my game's resolution 896x512, or 28x16 tiles. What I want is a bigger resolution that will show more tiles. With the 640x480 resolution, a 21x15 tile map would fill up the whole screen. There are plenty of scripts out there that change the window size, either creating black borders (like Zues's full screen++ script here: ) or completely stretching the game window, usually making the game very blurry and eye-soring. However, with modern technology and things like anti-lag scripts, this is no longer a problem (besides, developers should have the right to do whatever they want with an engine).īy "higher resolution", I'm not referring to a stretched-out screen. Most say this is due to processing issues, which makes sense considering this engine has been around for over 7 years. The reason these numbers are the maximum is that VX Ace doesn't allow for anything higher. There are a couple of scripts out there that let you change the resolution to a maximum of 640x480, like Yanfly Core. By default, a VX Ace's game resolution is 544x416. I'm pretty sure most of you are familiar with the resolution limit on RPG Maker VX Ace. ![]()
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