Does Anyone Know How to Resize Movies or Change Screen Resolution During Events? (Video Included)

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Started by Jordan_Winslow 15 posts View original ↗
  1. [embedded media]
    Hey guys, just curious if anyone has a solution to this.

    Basically I have an item in the game that when the player takes this item it plays a video.

    My game is 816 x 624 but the video I am playing is 1920x1080.

    When I play the video I want the game resolution to temporarily change to 1920x1080 to render the video full screen.

    Just because my game is 816x624 doesn't mean I want my videos to be that resolution. In fact if I hadn't already made so much progress on this project I'd have just started from 1920x1080 from the start but I had a bunch of maps already designed in 816x624 so I decided to keep that resolution.

    Anyway, let me know if you have a creative solution to my issue here whether it means changing only the resolution of the movie to be the proper resolution in javascript, etc.

    P.S. I already tried using a javascript zoom and it didn't work on the movie.
  2. I'd honestly suggest not doing it. There's a reason even AAA games use one resolution for the entire game. For one, you cannot guarantee the player can see your video. For example, my laptop is 1366 x 768, so I can play the game, but the video will be cut off. That will result in you getting a LOT of negative reviews long term, as players expect consistency.

    As for how to do it, I think you would need a plug-in to change Graphics.width and Graphics.height. But I'm not sure if those can be updated at run-time once the game is running, as that is usually done before the game starts showing anything.
  3. You are aware that if you want the video to fill your screen, the game resolution and the video need to have the same aspect ratio right? Your video is 16:9 and your game is close to 4:3. So 3 choices:

    1) You change you game resolution to be 16:9 (preferably permanently)

    2) You let the video play with black bars at the top and the bottom (currently the case I believe). Preferably scale down your video to 1280x720 to save space and because some people don't have 1080p screens (especially laptops).

    3) Cut the video to fit the aspect ratio. So basically downscale your video to a height of 624, meaning a resolution of 1109x624. Then cut the right and left side of the video in order to obtain a 816x624 video that will fit perfectly your game screen.
  4. bgillisp said:
    I'd honestly suggest not doing it. There's a reason even AAA games use one resolution for the entire game. For one, you cannot guarantee the player can see your video. For example, my laptop is 1366 x 768, so I can play the game, but the video will be cut off. That will result in you getting a LOT of negative reviews long term, as players expect consistency.

    As for how to do it, I think you would need a plug-in to change Graphics.width and Graphics.height. But I'm not sure if those can be updated at run-time once the game is running, as that is usually done before the game starts showing anything.

    Why can't it just be responsive, like a modern webpage? I don't expect the resolution to be 1920x1080 I just want it to take up as much as the player's screen as possible. It seems kinda old fashioned for RPG MV to render everything at exactly one specified size instead of just adapting to the screen it is being rendered on considering it is built for mobile games.
  5. That's not as easy as you think it is. Many webpages do it by dead space or stretching things, but you know how ugly it gets when you do that with a game? Again, even AAA games run at set resolutions, and there is a reason for that.
  6. MushroomCake28 said:
    You are aware that if you want the video to fill your screen, the game resolution and the video need to have the same aspect ratio right? Your video is 16:9 and your game is close to 4:3. So 3 choices:

    1) You change you game resolution to be 16:9 (preferably permanently)

    2) You let the video play with black bars at the top and the bottom (currently the case I believe). Preferably scale down your video to 1280x720 to save space and because some people don't have 1080p screens (especially laptops).

    3) Cut the video to fit the aspect ratio. So basically downscale your video to a height of 624, meaning a resolution of 1109x624. Then cut the right and left side of the video in order to obtain a 816x624 video that will fit perfectly your game screen.

    Your answer is more along the lines of what I was looking for, but I was hoping there was a plugin or a javascript command to change resolutions or zoom in on the video or something on an event trigger.

    I design a lot of websites and part of the design process is implementing content that changes dynamically within the viewing window. Maybe I'm spoiled but I sorta expected that functionality within RPG maker as it advertises being able to make android games with.

    As for changing the resolution of the game I can't at this stage without redoing all the maps I don't think....because they would reveal offscreen secrets to the player at higher resolutions unless I keep the game permanently zoomed in somehow?
  7. The way RPG Maker works is it creates a canvas at a set resolution and draws everything in it. However, after everything is drawn, the canvas can be resized and everything in it will scale with it. For example, my game is set to a resolution of 1280x720, but if the player stretches the window to 1920x1080, the game will scale up to fill the window. The resolution will still be 720p, but it's going to be upscaled to 1080p.

    I'm not sure if there's a plugin that resizes video, but why not do it in a video editing program? Just set it to the resolution of your game canvas. Then if player change the window's resolution, the video should scale with it (I think. I didn't test, but that's how it works with sprites in RPG Maker MV).
  8. Second to mushcake, besides 1080p is just too much for a game while some people could still run in 720p resolution. They won't enjoy the glory of 1080p.
  9. You could probably code a command to short term change the resolution. Give it a try.
  10. TheoAllen said:
    Second to mushcake, besides 1080p is just too much for a game while some people could still run in 720p resolution. They won't enjoy the glory of 1080p.

    What resolution do most successful steam games use though? I thought 1080p and work down. I didn't think a 1080p game would not function on a 720p screen, I thought it would merely scale it down. So I have a good resolution at 816x624?

    I just know when I'm playing a game on my 1080p monitor I enjoy seeing the full screen utilized and I believe most people have widescreen monitors at this point so that's why I was considering 1080p for my future projects. If I could somehow zoom in a little, the characters would still look just as big but we would eliminate the black bars on the right and left of the screen.

    What do you guys think, can a game be successful on steam in 816x624 resolution only? Or should I install a resolution changing plugin so they can change resolution in the options menu?

    And don't even get me started on making my game work nicely on mobile haha I am guessing that will be a chore
  11. Steam only scales down if they add an option for that. Most games either give an option to run it in many resolutions (which requires making many versions of the images unless you use good scales), and they also sit a minimum resolution you can run at, which is usually the smallest resolution you have.

    As it is, I see most Steam games have an option for 720 p for those running on older computers. And I'm not talking about RPGMaker games when I say that.
  12. Resolution doesn't matter as much in 2D games. Don't worry about that. Aspect ratio is more important. Resolution matters much more in 3D game since the resolution greatly affects the game render, computing wise et image precision wise. Sure, for 2D games, you can scale up your game resolution, but it won't mean better image quality, except if you have each image multiple times in your game resources at different resolution, which almost no one does.
  13. HD graphics is for 3D games for you to get the details. 2D games don't work that way. You scaled up, you gotta see the pixel. You raise the resolution but not scale the graphics, you will see everything tiny, just as you said. If I want to run Starbound in 1080p, it will be either the game scaled the pixel so I see bigger blocks, or I will see more the surrounding because it becomes tiny.

    Jordan_Winslow said:
    didn't think a 1080p game would not function on a 720p screen, I thought it would merely scale it down
    It should be scaled down, it just unnecessary. I remember playing 1080p video on my laptop, the graphics somehow even worse. Because it's shrunk. The file was bigger, and it was no better than 720p either.

    As for what resolution that steam users have, I'm not sure. There was a survey, but I lost the link. Although iirc 720p was still popular, and 1080p on the second rank. And only few people actually run in 4K resolution.

    EDIT: Nvm, got the link. 1080p is popular apparently https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam
  14. 1920x1080 is the most common resolution, and 1366x768 is the second most popular.
  15. And that probably depends on if you got a new computer or not. For instance, my older laptop which is 5 years old runs at 1366 x 768. But many new computers seem to want to try to default to 1920 x 1080, whether or not it is ideal for what you wish to do. At least that is what my new laptop wanted to do until I dropped it down a little, as I found that resolution on a 17 inch monitor = I can't read the text well.

    And that is something else to consider. High resolution on small monitors = tiny text in most things, as many fonts are not set to upscale (or systems are not set to upscale it). Many gamers are getting older too, and can't read as small stuff as they used to. Those who grew up on the really old games like the old Ultima's and Wizardry's and Might and Magic's and Gold Box games are probably at minimum 35+ now (I say this as I'm over 35 and I grew up on those games). But as we get older, usually around late 30's/early 40's, reading small text starts to get harder and harder, and not everything is correctable with glasses (I had a condition that wasn't, took surgery instead and we won't know for a year if it really fixed it or not). So that is something to consider too as the gaming population ages, unless you want to just ignore them completely.