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Menu size and resolution size problem

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Menu size and resolution size problem
  • Original author: Galv
  • Original date: September 11, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/menu-size-and-resolution-size-problem.68178/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support

Summary

Hey all, I previously made a little plugin that kept the menu size restricted to a certain width/height, so when another plugin increased the project's screen size (resolution) the menu would remain in a smaller box centered on the screen. How I managed to do this might not have been the best way, but what I ended up doing was to temporarily modify the Graphics.boxWidth and Graphics.boxHeight to a smaller size in menus and return to normal when leaving the menus. I did it this way as most menu plugins...

Archived First Post

Hey all,


I previously made a little plugin that kept the menu size restricted to a certain width/height, so when another plugin increased the project's screen size (resolution) the menu would remain in a smaller box centered on the screen.


How I managed to do this might not have been the best way, but what I ended up doing was to temporarily modify the Graphics.boxWidth and Graphics.boxHeight to a smaller size in menus and return to normal when leaving the menus. I did it this way as most menu plugins use this variable to position and size their windows and I wanted this to work for all without having to change positioning and size code for any.


Plugin code used:

var Galv = Galv || {};
Galv.TEST = {};


Galv.TEST.menuWidth = 816;
Galv.TEST.menuHeight = 624;


// SCENE MENUBASE RESIZE BOX DIMENSIONS
//-----------------------------------------------------------------------------

Galv.TEST.SceneManager_initGraphics = SceneManager.initGraphics;
SceneManager.initGraphics = function() {
Galv.TEST.SceneManager_initGraphics.call(this);
Galv.TEST.boxWidth = this._boxWidth;
Galv.TEST.boxHeight = this._boxHeight;
};

Galv.TEST.Scene_MenuBase_createWindowLayer = Scene_MenuBase.prototype.createWindowLayer;
Scene_MenuBase.prototype.createWindowLayer = function() {
Graphics.boxWidth = Galv.TEST.menuWidth;
Graphics.boxHeight = Galv.TEST.menuHeight;
Galv.TEST.Scene_MenuBase_createWindowLayer.call(this);
};

Scene_MenuBase.prototype.terminate = function() {
Scene_Base.prototype.terminate.call(this);
Graphics.boxWidth = Galv.TEST.boxWidth;
Graphics.boxHeight = Galv.TEST.boxHeight;
};



This was working fine with no issues up until MV version 1.3.0 and later. Since that update, the windows in menu scenes seem to cut off a few pixels above and left of them when using this code. Example images:

Default (No plugins):


Gi0kJvJ.jpg



Window cut-off issue (1.3.0 and 1.3.1 using above plugin):


7vBYS0D.jpg



And 1.3.2 update actually looks like it fixed the gaps but for some reason removes a chunk from the top left:


KK0JSED.jpg



Download of a project with this setup (version 1.3.1) to see:


http://www.mediafire.com/download/vd3zu60zr2fdhr8/Galv_Menu_Issue.zip


This is more now for reference than actually needing to solve.

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