Fire Emblem: Rising Thrust but the screen is bigger

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Published on ● Video Link: https://www.youtube.com/watch?v=jSN2UIoCOEw



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After experimenting with A LOT of screen ratios, I ended up going with 480x320. 3:2 (or 1.5:1) while still respecting the 240 x 160 (3:2) size and ratio of the GBA screen. What's the DS? 256 x 192, 4:3. And the 3DS's top screen? 400x240, 5:3.

480x320 isn't much larger than the 400x240 3DS top screen. It's plausible that a handheld console could have been made with these screen dimensions. It can still display things in 5:3 and 16:9, just with black bars around them.

I almost went with a 2:1 ratio, 480 pixels wide and 240 pixels tall. But 320 is more than 240 and it looks better to me. You can even see almost all of a 9 MOV unit's movement tiles at once! Perhaps I could redo the map sprites to match the larger sprites seen in 3DS Fire Emblem games, increasing the tile width and height to match, though this would mean fewer tiles get displayed onscreen at once.

When maps are too small for the screen size, moving the mouse cursor near the edge does that thing to the part of the cursor that goes over the edge. You know, the thing that happens when the screen puts pixels somewhere and forgets to get rid of them. Print too much of that stuff outside the screen dimensions and it looks like a crusty yellow buildup that reminds me of Rainbow Dash's jar. But that's fine. I'll just have to keep these new minimum map dimensions in mind when designing maps.




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