Suggestion: Object scaling

Started by RickJ, Tue 30/11/2004 21:21:45

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RickJ

Would it be possible to specify a scale factor in the Room Object Editor  if the "Use Walkable Area Scaling" box is unticked?  If it was ticked then the scale factor would come frm the walkable area.   

Also could there be an option to ignore walkbehind areas?   Currently an object such as a door that's not in pixel perfect alignment with a walkbehind is partially hidden.

Does anyone else thinnk these would be useful?

Pumaman

I think this is already covered on the tracker:
http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=187

As for walkbehinds, there is SetObjectIgnoreWalkbehinds (now Object.IgnoreWalkbehinds).

RickJ

#2
 ;D Wow!  That was fast...  Thanks.   

[edit]

On second thought though,  although being able to change the object's size from the script is quite useful, it doesn't address my problem.  Let me explain further:

I have a room with three identical, animated  doors on the left wall.  Although they are identical they are of different sizes because of the background drawing's perspective.  Having to adjust the size in the script makes it difficult to correctly locate the door over the doorway. 

I guess what I was asking was to have the scale factor active while moving the object around in the editor in addition to being able to specify a value.  I guess if one were using the walkable area scaling you would use that instead while in the editor.

Something like this would also be useful in setting up walkable area scaling if one could drag around a character sprite to different parts of the background to see if the walkable area's scale factor was correct.

Sorry, I didn't realize I was asking that the scale factor be active during edit.  It really wouldn't  be very useful otherwise.   Seems like a lot more work than I originally thought.   The workarounds are easy enough so I am not so sure how important this is.   


Gilbert

For objects like doors I'll suggest draying 3 sets of sprites instead (ie. resizing them in the paint app. maybe) as it's too static to have used too much time and resource to create them (and with correctly prescaled sprites you won't need to worry about accurate placement in teh editor), I'll say object scaling is more useful for more dynamic effects like someone throwing a kumquat towards the screen.

GarageGothic

Sorry to dig up this old chestnut again, but the topics seemed to fit two suggestions I had:

1) Script controlled object scaling is something that I could REALLY use, in any shape. I was thinking though, as there is a rawdraw function which sizes sprites to any width/height - would something similar be possible for objects?

2) Would it be possible to implement an IgnoreSpecificWalkbehinds(1,5,9) command? For some effects, baselines just aren't enough. Currently I'm doing a lot of cheating using objects as walkbehinds, but it would be a lot easier if different objects only were affected by certain walkbehinds.

strazer

#5
1) http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=187

2) http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=491

Edit:

Oh, sorry, 2) refers to Walkable areas, not walkbehinds.
Could you elaborate what effect you're trying to achieve so maybe we can suggest a workaround?

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