Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Armageddon on Sun 01/05/2011 05:56:00

Title: Background Scaling
Post by: Armageddon on Sun 01/05/2011 05:56:00
Hello, I'd like to know something. I like to draw my backgrounds at half size and then double the size so it look pixel-ish. And if I draw my characters the same way, how do I make it so they and maybe even the mouse cursor move with the, every pixel is 2 pixels, thing, so it's not like my character is in between pixels and looks out of place, if that makes sense.
Title: Re: Background Scaling
Post by: Snarky on Sun 01/05/2011 13:01:40
The simplest way to make it look pixely is to create the game in a low resolution, like 320x200. Are you sure you want it to look even blockier than that?

If you do, it should be relatively easy in repeatedly_execute_always to check the characters' positions and make sure the x and y coordinates are always even (and the same for the cursor). The only problem I can foresee is if changing a character's coordinates interrupts their walking. In that case, you might want to use an invisible character that actually does the walk, and a display character that you move manually to follow it to the nearest even coordinate.
Title: Re: Background Scaling
Post by: Sephiroth on Sun 01/05/2011 16:33:17
I've noticed something while reading some posts about walkspeed, it seems when you set the character movement_linked_to_animation, the speed will actually represent the number of pixels the character jumps while walking, so if you set the speed to 2, the character should be walking 2 pixels by 2pixels. It looked like that the last time I tried and since I wanted a smoother movement I had to turn movement_linked_to_animation to false. It might be intresting to have a look at that and see if it does what you want.