Continuous scaling problem

Started by NSM, Sun 07/02/2010 20:35:20

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NSM

Sorry to post again so soon, but I wasn't sure if this was close enough to my previous issue to post there.

The issue I'm having is with continuous scaling in my game.  I've uploaded the compiled folder so you can play around with it if you want, and see what I mean:


Download


It's a high res game.  32 bit color depth and 1024 x 768.  The character looks fine when walking either straight left and right or up and down.  However, if you try to walk diagonally he seems to "jump" weirdly as he moves.  I'm not sure if this is just a bug in AGS.  Continuous scaling is on, and smoothing and all that is on as well.  When I turn continuous scaling off it's fine, but then my character looks like a giant relative to the background in certain places, which isn't ideal. :)

Any idea how to fix that?

Ethan D

#1
I didn't notice it at first but I see what you mean about the shaking.  It's probably caused because the character is moving to the left or right as they are getting smaller so it appears they are shaking when they are really just shrinking gradually.  I don't think there is any way to fix it and to be honest it doesn't seem that bad to me.  

Edit: To explain what I mean better:  The shrinking would cause the character to take up less space left to right while at the same time moving left or right so everytime the character's size changes it causes a tiny change in the amount of space they take up, but then the character moves right or left which is why it is even noticeable.

Khris

The character doesn't jump at all on my PC; everything looks like it's supposed to apart from a little gliding.

NSM

Thanks.  Might just be a symptom of my staring at the thing for far too long.  Not sure why it would differ between PC's though? 

hedgefield

I'm having the same problem actually. I've seen it happen before but for the game I just started it is especially noticeable.

Check it out.

The game has keyboard control, just press up or down and you should see what I mean. It does the same with mouse control, but there's no cursor yet so that is a little harder to try out :)

NSM

Kinda came across your reply randomly today.

The depressing part is that I don't really think there is a solution for this.  It's just one of those things which are more noticeable in high resolution games.  I have found that it looks better once you have an "up" and "down" walkcycle.  Where it tends to be particularly noticeable is when walking diagonally (at least for me).

The short term solution I guess is making sure that you don't scale from really high to really low i.e. keep the numbers at between 40% and 60%.  I guess that's easier for me to say though because my backgrounds are rendered and it's fairly easy to change the angles...

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