
- How to launch multiple instances of rpg maker steam 720p#
- How to launch multiple instances of rpg maker steam 1080p#
The problem I have with 480x270 is that it often doesn't FEEL like a retro resolution unless the characters are enormous.Ĭeleste, my boi, does actually use 320x180 surprisingly. If the camera was more dynamic, more 1v1, (framing you and the current target) I'd still fall back on 320x180. It also likes to frame the action somewhat static, moving only in one axis at times and doing the Zelda transition between areas. It's an action game with a lot of dashing and lots of big set-pieces, it also doesn't obey pixel art restrictions as much with a lot of zooming in and out. Hyper Light Drifter for example uses 480x270, the one I initially started with. Well why not change the dash/movement speed? Where's the fun in that? I wanna go fast!!!! If you want to move and groove, there's not much wiggle room considering the potential obstacles. Thing is it's a game where you can dash half-away across the screen. 320x180 would probably be fine if I wanted the latter, but for various reasons I desperately wanted a static view for the action game prototype (multiple enemies, being able to see entire bosses, moving fast, to name a few). For instance I wanted to make a game where the camera acts like Legend of Zelda and combat happens on a static screen, as opposed to say a dynamic camera that follows you around. What I realized is that sometimes 320x180 might not be enough if your character is covering vast distances. I started messing around with side projects and prototypes like platformers and top down action games. In an RPG I can understand not being able to obtain the perfect money shot that 180p can afford. In the machine that breathes, I created a large city area that you can only really perceive in bits and pieces, maybe that's still enough to make the space feel large. Though often times I would like to present a rather large area. However if you're used to playing handheld games like the GBA (240x160) or the DS (256x192 per screen) it's still manageable.įortunately I'm making horror games where you don't want to see everything a given area has to offer until you explore it. The caveat of course, is that it is a pretty claustrophobic display. It's pretty bizarre that a resolution smaller than retro rpgmaker resolutions ends up being a snug fit for modern displays. Probably the most interesting thing about this resolution, is that the width is the same as rm2k3, but 40 pixels less taller. However I'd like to go over the pros and cons. A lot of indie games tend to avoid bothering with the integer puzzle, and there's probably a reason why 320x180 isn't that common. Ultimately this is a really good resolution if you want your pixel art game to integer scale perfectly without relying on black borders or weird stretching.
How to launch multiple instances of rpg maker steam 720p#
Though 1366 x 768 is the second most common (cheap laptops probably), 720p is still a nice number for that. Look at this Steam chart of all the common resolutions.

If you're rocking a 4k display (2160 pixels high) it fits into that as well, and even 1440p.
How to launch multiple instances of rpg maker steam 1080p#
Notice anything peculiar? It divides within 1080p 6 times, but also divides into 720 4 times. This is the height resolution being added in increments of 180. Notice the bold numbers in this chart.ġ 1620 1800 1980 2160


The reason for using a resolution, is the details. In Kryopolis I actually tried out a much more tighter resolution. Last time I talked about how I rolled with 480x270 in Nemoral because that seemed to nicely divide into 1080p displays in multiples of 4. So I'm revisiting the topic of resolutions again, because I like talking about it. In addition to my previous RESOLUTION TUTORIAL - RPG MAKER MV I found this interesting article originally posted on by Darken.
