Hi!
What I want to achieve is a worldmap that is zoomed out. Everything - including the actors - should be smaller. (as it looks in Chrono Trigger)
I found a plugin that zooms out perfectly: Kadajah_ZoomTools. This does exactly what I need. I can set the zoom to 75% and everything is smaller.
However, I also use the visustella BattleCore. Unfortunately, when using Visustella plugins, the Kadajah_ZoomTools no longer works.
The zoom plugin from Visustella can only zoom in, it cannot zoom out.
Does anyone know a plugin that is compatible with Visustella, and that can zoom out? Or maybe there is another way to make things smaller? (I tried alternative actor images, but that does not change the collission boxes).
Thanks!
I haven’t used Kadajah_ZoomTools myself, but a couple things might be worth trying before looking for a different plugin.
What if you tried moving Kadajah_ZoomTools below all of the VisuStella plugins in the Plugin Manager? And if VisuStella’s Map Camera Zoom is turned on too, I’m wondering if it’s overwriting the zoom, so try turning that one off. When you say it no longer works, do you get an error when you playtest (F8 opens the console), or does the map just stay at normal size?
Kadajah has been updating ZoomTools pretty regularly, so it could also be worth leaving a comment on the itch page with your plugin list and any error you get.
As for another way to make things smaller, MZ’s built in zoom script calls can go below 1.0, but that leaves unrendered black space around the edges. That’s the part ZoomTools fixes, so I think you’d still need a plugin for it.
What happens is that the screen turns black, with little squares on it. It looks like the little squares are the original tiles. This only happens when zooming less than 71%. The MZ’built in script call has the same issue ($gameScreen.setZoom(x, y, scale);. Same for the ED5_ScrollWheelZoom plugin and GALV_CamControlMZ plugin.
I investigated a bit more and found out that Kadajah’s itch.io page explicitly mentions the incompatibility with Visustella … didn’t see that before.
Since BattleCore needs the Core Engine, it sounds like ZoomTools is off the table for this project.
Since you’re getting the black screen with little squares from setZoom, ED5_ScrollWheelZoom, and GALV_CamControlMZ too, what if you tried that same setZoom call at something like 0.5 in a brand new project with no plugins turned on? If that shows black space around the edges instead, I wonder if something in your plugin list is causing the squares, and turning plugins off one at a time could narrow down which one.
It is definitaly the Visustella Core Engine. I started a project with only the core engine: same behaviour. To be more precize, zoom below 71% start showing squares, when you go lower the squares are smaller, at 50% and below the screen is fully black. But events and actors are zoomed properly.
I think I’ll work around it. I’ll probably change the actors in something like a spaceship
Thanks for running that test, that settles it as the Core Engine. I think it also fits what you’re seeing. Events and actors are plain sprites so they scale like anything else, while the tilemap only draws the area it expects to have on screen, so once the zoom drops past a point there’s nothing rendered behind them to show.
The spaceship is the route I’d take too. A vehicle style sprite reads as small against the world without fighting the tile grid, and you keep all the plugins you already depend on.