Hello,
I've a suggestion about the continuous scaling. Currently this is only done in one direction, bottom-up.
I remember, that maybe a vector could be used toghether wiht this. Like this it would be possible to use continuos scaling on other directions, and not just in straight directions.
What are your opinions. I think this is very easy to implement, and it would very usefull the make smother transitions.
Or someone could write a module for this...
Quote from: SSH on Tue 23/05/2006 17:38:49
Or someone could write a module for this...
Heh, CJ doesn't have to do anything himself anymore. :D
I'd find this feature useful too.
Related tracker entry: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=59
I never thought it could be done with a module.
I'll try to do it. So SSH doesn't have to do every module that exist.
Edit:
Sorry, but I've been reading the docuemntation, and I don't find a way to know the size of an walkable area. Or at least the borders. I know I can specify this by hand, but then it won't be pratical.
My ideia is to add characters to be scaled, and to add walkable areas that should have this type of scaling. This must be done before enter in a room.
I just need a way to find the walkable area size. Can anyone help me on this?
Edited by strazer: Do not double-post. Use the "Modify" button instead.
Easy.
function repeatedly_execute_always () {
SetCharacterScaling (EGO, (character[EGO].X / 3) + 50);
}
Here's a module for it:
http://www.kweepa.com/step/ags/tech/RegionScaling.zip (http://www.kweepa.com/step/ags/tech/RegionScaling.zip)
Usage:
// script for room: player enters room (before fade in)
// region 1, start (160, 100) scale 100%, end (270, 50) scale 30%
RegionScaling.SetupRegion(1, 160, 100, 100, 270, 50, 30);
// add ego as a scalable character
RegionScaling.AddCharacter(cEgo);
It seems a good solution, I'm just made some changes.
The module is here (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=26724.0)