I have an issue with player size (scaling).
Whilst it looks perfectly fine when I play it a friend says that the character gets big when he walks across the screen. The player walks on a walkable area with same scale (50). All that happens is that the player's Transparency is altered for the walk.
LockView (59) is a small animation of normal size.
I'm at loggerheads as to why... Do you know why this could be?
Global
else if(cELF.ActiveInventory==ibluejar && cELF.Room==24)
{
cELF.ActiveInventory=null;
cELF.Loop=2;
cELF.Say("I'll take a huge gulp of this invisibility potion.");
cELF.LockView(59);
cELF.Animate(2, 6, eOnce, eBlock);
cELF.UnlockView();
aChange.Play();
cELF.TweenTransparency(1.5, 90, eBlockTween);
cELF.Say("I'm invisible!!");
cELF.Walk(645,265, eBlock, eWalkableAreas);
cELF.Walk(665,265, eBlock, eAnywhere); // so he can walk off screen.
object[0].SetView(78);
object[0].Animate(0, 4, eRepeat, eNoBlock);
cOllie.SayAt(300, 83, 250, "Can you smell something Edgar?");
object[0].SetView(78, 0, 0);
object[1].SetView(77);
object[1].Animate(1, 4, eRepeat, eNoBlock);
cFace.SayAt(364, 83, 250, "Smells very much like elves!!");
object[1].SetView(77, 1, 0);
object[0].SetView(78);
object[0].Animate(0, 4, eRepeat, eNoBlock);
cOllie.SayAt(300, 83, 250, "I hate elves!!");
object[0].SetView(78, 0, 0);
cELF.ChangeRoom(25, -20, 248);
}
I did not use the eWalkableAreas first as in code above so player walked on larger scaling area.
Sorry guys :-[