Solved: Character size (scaling) issue

Started by Slasher, Thu 01/11/2012 19:37:38

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Slasher

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

Code: AGS
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  :-[





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