Miniature sprite

Started by Ilmion, Thu 21/02/2008 23:59:32

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Ilmion

I one room, a lock the view of an npc. When I play this room on my computer, every thing is normal, but when my game is played on an other computer, the character sprite is displayed at a ridiculously small size.

Any idea ?

EDIT : Could it be that I've distribute the acsetup.cfg file ?
EDIT : Tested and it does not change anything if he start without acsetup.cfg.

Snake

#1
Kinda sounds like you've got a 320x200 game running in a 640x400 resolution.

Could that be the case?

Or,
Can you remember if you ticked "Import for 640x400 resolution" when you imported the problem sprite? You can check this by double clicking the sprite in the sprite manager.

If you did this on purpose, you really shouldn't. You should stick to one resolution. 320 and 640 sprites & BGs put together looks a little wonky :)

--EDIT--
What is your game's resolution set as for default?


--Snake
Grim: "You're making me want to quit smoking... stop it!;)"
miguel: "I second Grim, stop this nonsense! I love my cigarettes!"

Ilmion

Ok, I have added music to my game, made a little scripting change in this particular room and recompile.
Now the sprite seems to be ok. This is look really mysterious.

I can't see how the script change could have made a difference, but i'll explain the change :

In the first version : In the interaction "when the player first enter the room" : I set the visible property to false of an object that is directly under the character in a locked view.

In the second version : In the interaction "When the player enter before fadein" : I check a global script variable, if this variable is true I set the visible to false else oObject.visible=true

I can't see why this would affect the character sprite or view even if the object is at the same place as the character.

Khris

Sounds like a glitch. Are you using any kind of walkable area scaling?

Ilmion


Ilmion

#5
Ok, I have new info.
I skip the cutscenes (2 cutscenes) the sprite is the correct size, but if I let the cutscene go trough the sprite is awfully small.
At the end of the cutscene (that is in another room) the character walk down area scalling, that may be it. And when I make him change room, it would not regain it 100% size.
How can I do that ?

EDIT :
Can it be because I lock the view before the engine calculate the scaling. When the player enter the room a display the scaling for that character and it is 37 instead of 100.

I know I could use ManualScaling, but I think it would be patching the thing.

By the way i'm using 2.72

room1 - first time enter room script :
{
    ...
    cE245.Walk(18, 158,eBlock,eWalkableAreas);
    cE245.ChangeRoom(6,237,214);
      
   EndCutscene();
}

room 6 - before fade in script :
if(cE245.View != 23)
{
    cE245.LockView(23);
    cE245.Animate(0, 0, eRepeat, eNoBlock, eForwards);
    Display(String.Format("%d",cE245.Scaling));
}

EDIT : It has nothing to do with the lock, I've but the line in comment and it does the same thing.
// cE245.LockView(23);
// cE245.Animate(0, 0, eRepeat, eNoBlock, eForwards);

EDIT (take 104  :)) : Has I tough, if I add those lines at he start of my script everything works fine:
cE245.ManualScaling = true;
cE245.Scaling = 100;
cE245.ManualScaling = false;
but I think it is patching, I'll try with version 3.0 some day, but I prefer finishing the game in better known territories.

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