It can never be made to be proportional to the player's system?
Viewing post in FullScreen Resolution Override Plugin for RPG Maker MV comments
Absolutely, it can! The script would just have to be changed to use something like this:
const width = window.screen.width * window.devicePixelRatio; const height = window.screen.height * window.devicePixelRatio;
or, if you only want the actual size of the game's window (for windowed mode), and not the total screen size:
const width = window.screen.availWidth * window.devicePixelRatio; const height = window.screen.availHeight * window.devicePixelRatio;
The problem with this (and the reason why I didn't add it to the script) is that pictures will not scale! The game will respond to the resolution of the player's screen, however, any pictures you have (such as a menu made with pictures, or any other, will still have the same resolution (number of pixels per width and height...)). Also, a game should be hand-made for each specific resolution, otherwise, you risk having the screen too far away from the character to compensate for large resolutions, thus resulting in a very ugly game.
In the alternative, I suggest using one of the most common resolutions around (width and height with the 16:9 ratio!)
You could even add a menu to your game with 3 or 4 different resolutions for the player to choose from (just like real computer games do). This way you can craft the pictures and the game accordingly so that it always looks good.
Yeah, I'm assuming I'm going to end up needing to go with one because e.g. I just found the Community Lighting plugin only worked on a specified resolution, and if I didn't match it with this one it would only light up a small part of the screen. The problem then it seems to me is players on a mobile device, where I imagine everything will look small if I go with e.g. 1680x1050... how would I have a menu with choices? I suppose that might be a better solution if const will not scale...
I had the exact same problem with a lighting plugin. If you want to use a choice menu and have it work with the lighting plugin you will really need a custom script or, at least, edit such plugin. Alternatively, you can choose a specific resolution and edit the lighting plugin to work with it. It's less dynamic, but easier, and you can change the resolution when compiling for Android, PC, etc
I could do that with the lighting plugin, but Simple Quests System [MV, MZ] – KageDesu Workshop (kdworkshop.net) has too many parameters to get all the images in the right location when full screen...