Personally I think the game's resolution just have to be 16:9 just so people can full screen without much destruction. Basically: 960x540, 1024×576, 1152×648, 1280×720, 1366×768.I would honestly not go beyond that as a developer because the current RM graphics looks horrible at 1920x1080 and it's not like RM has autoscaling in window mode. Imagine a 1366 user loading a 1920x1080 window.
I mean it probably could but that sounds more trouble than it's worth for something visually inferior. And I always liked the smaller resolutions since you can have tight maps and more control on what the player can see. But this is just probably me:'D. Personally I think the game's resolution just have to be 16:9 just so people can full screen without much destruction.
Basically: 960x544, 1024×576, 1152×648, 1280×720, 1366×768.I would honestly not go beyond that as a developer because the current RM graphics looks horrible at 1920x1080 and it's not like RM has autoscaling in window mode. Imagine a 1366 user loading a 1920x1080 window. I mean it probably could but that sounds more trouble than it's worth for something visually inferior.
And I always liked the smaller resolutions since you can have tight maps and more control on what the player can see. But this is just probably me:'D. Click to expand.Following along with what Archeia said, it's better to scale upwards from a smaller resolution than scaling downward from a larger resolution. This is due to a number of reasons:. RPG Maker MV 'lags' when there's a lot of animated tiles on the screen. When more tiles have to be animated, you can probably imagine the consequences.
Less video memory used to upscale than to downscale. This is particularly important when playing on mobile devices with less memory.
You don't want to overwhelm your players' devices. WebGL can handle larger resolutions. However, more rendering is required at higher resolutions when using special visual effects. This means more calculations involved, thus, more processing power used.My personal 'sweet spot' for resolutions is 1104x624. I choose this because it maintains the default height MV comes with while remaining close to 16:9 and still divisible by 48 (the tileset size).As far as plugins are concerned, most of my plugins are made to accomodate 16:9 resolutions as they're pretty much the commercial standard now. They can work with 4:3 resolutions, but work best at 16:9. I persoanlly use 1152 x 648 (24 x 13 tiles) at 16:9 for desktop and 960 x 640 (20 x 13 tiles) at 4:3 for mobile versions.Both are really similar in terms of size, and one upscale/downscale well on each device.The desktop version is bigger than usual, but the mobile version is more or less than an average mobile phone supports and at worst, they support 480x320 wich is half the size of that (and those are really old two years old one second old recent phones, phones are so different at every second.).
16:9 for sure. This has been a standard for so many years now and I'm quite confused at the default 816x624. It seems very antiquated. As a new user I'm still trying to solve several issues that I'm having as a result of trying to make my game fit a standard 16:9 PC screen (filling in the black area, using a title screen image that fits 16:9, & broken background images in the battle screen). The default resolution doesn't seem to really fit anything perfectly, not HD at 16:9, not SD at 4:3, none of the cinema, not a perfect square, and not a vertical standard either. Seriously confused at the default value.It would be nice if I could pick from a list of commonly used resolutions at the start of a new project and then be able to have RPG Maker accept that same size for the title image and ensure that the battle screen fits in the center of those dimensions too.
I don't think it's really important. Small maps get centered anyway and on bigger it only looks a bit weird if you get too close to that maximum size - if your resolution fits X tiles high, but you go with X-1 map size, you'll get thin lines on top and bottom. And if you go X+1 you will get a slight scroll once you go up and/or down.I personally use 1920x1080 and it looks fine in general, except for the battle where the characters get super tiny while the background goes full screen - you get the effect of your characters being the size of a patch of grass. But if your game doesn't feature battle or you go with some other, on-map battle system, I don't really see why not go 1920x1080. 1104 x 624Why?
Click to expand.I think using 'resolution' as the metric for that is wrong though, if it all comes down to the number of tiles than tile width and height is the unit of measurement the engine should use as opposed to resolution instead, I guess you would refer to that more as an aspect ratio. Resolution should be handled completely seperately by the engine as a user driven option just like any other engine and those tiles/assets should be scaled appropriately. : Sorry, but what you ask there is impossible unless you can come up with a new image algorithm, as there is NO algorithm that can do that cleanly for every resolution out there. Blur is created any time you have to resize an image to a bigger image, as all algorithms guess at what the missing pixels are, and the guesses can be wrong.
So unless someone creates a better math algorithm that is not possible.For other engines, they are probably doing something else but the laws of image resizing say that is not possible. No algorithm does exist that can take a native 640 x 480 game and make it fit all resolutions out there, period. And that is true no matter what native resolution you use, I just used 640 x 480 as an example.All that could be done is make the game for the largest resolution out there, and let it scale down. If you did that, you would discover that even within RPGMaker, you would not get blur, as image algorithms scale down better than they scale up. Those other engines are probably somewhere deep in the code having everything at a size that is much higher than is used, and doing a scale down. But, that also bloats disk and memory space too, which is another factor too. : Sorry, but what you ask there is impossible unless you can come up with a new image algorithm, as there is NO algorithm that can do that cleanly for every resolution out there.
Blur is created any time you have to resize an image to a bigger image, as all algorithms guess at what the missing pixels are, and the guesses can be wrong. So unless someone creates a better math algorithm that is not possible.For other engines, they are probably doing something else but the laws of image resizing say that is not possible. No algorithm does exist that can take a native 640 x 480 game and make it fit all resolutions out there, period.What most AAA games do is they make the items individually for each and every resolution. You can do that too, make a version for each resolution out there, but even then they will miss a resolution here and there no matter what you do.