

# This will create a log in the Game directory each time the game is ran in # help speed up game start-up, and it will use the last created file. # not always neccessary, only when maps are altered, so you can disable it to # true, the data will be created each time the game is test-played. # The pre-cached file is mandatory for the script to work. # following script call: $game_map.autotile_speed = SPEED # Define the number of frames between autotile updates. # is recommended that you use values divisible by 32 for best results. # Define the resolution of the game screen. # - Creators of the Transition Pack and Screenshot.dll # Aside from that, only special transitions from Transition Pack can be # a standard fade, like that used when no graphic is defined will be used. # - Normal transitions using graphics cannot be used. # Panoramas, which are already far above and below respectfully. # issue for most, since this class is very rarely used except for Fogs and # - The Z-axis for the Plane class, which is used for Fogs and Panoramas has # fit the new screen size, so this script is not for everyone. # - Graphic related scripts and your graphics will need to be customized to # you to possible errors with map sizes, etc. # - Option to have a log file ouput each time the game is ran, which can alert # sizes of graphics for transitions, battlebacks, pictures, fogs, etc. # use the normal screen size will already be configured to display different # The graphics themselves will not be resized, but any existing scripts that # defined resolution, unless explicitely over-ridden in the method call. # - Automatic re-sizing of Bitmaps and Viewports that are 640 x 480 to the # - User defined autotile animation speed. # second, depending on the number of maps you have. This will decrease any loading times even more, and only takes a # - System creates an external file to save pre-cached data priorities and # the number of iterations at each update. # that stores their coodinates, but only if they change. # - Autotile animation has been made as efficient as possible, with a system # - Every possible autotile graphic (48 per autotile) will be cached for the # any increased lag due to using a larger screen size with more sprites # is probably even more efficient than the original, which will help offset # display the map across any screen size automatically. # - Totally re-written Tilemap and Plane class. Open menu with F1 while playing and set this to what # - In my experience, unchecking "Reduce Screen Flickering" actually helps the # - Place this script above main, below default scripts. # - Place the "screenshot.dll" from Fantasist's Transition Pack script, which # not simply Plug-and-Play, it is about as close as one can achieve with a # huge sacrifices in compatibility and performance. # to set the screen size to something other than 640 x 480, but not have make # My goal in creating this script was to create a system that allowed the user Option to have a log file ouput each time the game is ran, which can alert you to possible errors with map sizes, etc.Įxample of screen with higher resolution.The graphics themselves will not be resized, but any existing scripts that use the normal screen size will already be configured to display different sizes of graphics for battlebacks, pictures, fogs, etc. Automatic re-sizing of Bitmaps and Viewports that are 640 x 480 to the defined resolution, unless explicitely over-ridden in the method call.User defined autotile animation speed.

This will decrease any loading times even more, and only takes a second, depending on the number of maps you have. Option to have the system create an external file to save pre-cached data for autotiles.This greatly reduces the number of iterations at each update. Autotile animation has been made as efficient as possible, with a system that stores their coordinates, but only if they change.Every possible autotile graphic (48 per autotile) will be cached for the next time that tile is used.The Tilemap class is probably even more efficient than the original, which will help offset any increased lag due to using a larger screen size with more sprites being displayed. Both classes were written to display the map across any screen size automatically. Totally re-written Tilemap and Plane class.Although the script is not simply Plug-and-Play, it is about as close as one can achieve with a script of this nature. My goal in creating this script was to create a system that allowed the user to set the screen size to something other than 640 x 480, but not have make huge sacrifices in compatibility and performance.
