So basically I found most of the settings to display my game in native 4k, but I couldn't find a size setting or stretch command for the text BG, so it is still in 1080p size, meaning half as wide and high as it is supposed to be.
Can anyone tell me which line I have to edit?
Picture related shows what went wrong.
I manually set the resolution to 4k, text BG didn't grow
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This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
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Re: I manually set the resolution to 4k, text BG didn't grow
In GUI.Rpy, find the lines dealing with the say window size
Warning: May contain trace amounts of gratuitous plot.
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Re: I manually set the resolution to 4k, text BG didn't grow
Well I can't find them, which is why I'm posting this thread in the first place.
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Re: I manually set the resolution to 4k, text BG didn't grow
Here are the lines you need
they start at around 117 in gui.rpy (I say 'around' because I've reasonably heavily modified my gui.rpy file and cannot say for sure how many lines I added / deleted.)
Next, you need to edit the actual image used > gui/textbox.png < in an image editor.
Code: Select all
## Dialogue ####################################################################
##
## These variables control how dialogue is displayed on the screen one line at a
## time.
## The height of the textbox containing dialogue.
define gui.textbox_height = 185
## The placement of the textbox vertically on the screen. 0.0 is the top, 0.5 is
## center, and 1.0 is the bottom.
define gui.textbox_yalign = 1.0
## The placement of the speaking character's name, relative to the textbox.
## These can be a whole number of pixels from the left or top, or 0.5 to center.
define gui.name_xpos = 0.0
define gui.name_ypos = 0
## The horizontal alignment of the character's name. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.name_xalign = 0.0
## The width, height, and borders of the box containing the character's name, or
## None to automatically size it.
define gui.namebox_width = 720
define gui.namebox_height = None
## The borders of the box containing the character's name, in left, top, right,
## bottom order.
define gui.namebox_borders = Borders(5, 5, 5, 5)
## If True, the background of the namebox will be tiled, if False, the
## background if the namebox will be scaled.
define gui.namebox_tile = False
## The placement of dialogue relative to the textbox. These can be a whole
## number of pixels relative to the left or top side of the textbox, or 0.5 to
## center.
define gui.dialogue_xpos = 10
define gui.dialogue_ypos = 50
## The maximum width of dialogue text, in pixels.
define gui.dialogue_width = 700
## The horizontal alignment of the dialogue text. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.dialogue_text_xalign = 0.0
Next, you need to edit the actual image used > gui/textbox.png < in an image editor.
Warning: May contain trace amounts of gratuitous plot.
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Re: I manually set the resolution to 4k, text BG didn't grow
That's literally the only thing that I forgot.Imperf3kt wrote:Next, you need to edit the actual image used > gui/textbox.png < in an image editor.
Thank you for the solution!
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