Room Scaling? [Solved]

Started by IceColdBeer, Wed 17/10/2007 12:58:54

Previous topic - Next topic

IceColdBeer

Hi all, new here

I just downloaded AGS and figured i should give it a shot. read through the tutorials and found it surprisingly easy to use (great work devs btw!)

Unfortunately I'm encountering a newbie's problem. I just made my first room at 640x480 resolution, learnt the basics of walkable/walk-behind areas etc. Except one problem is that the character is just too small in this room. I tried to rescale the character by 2x (38x60), then 4x (64x160), but there was no change :(

here's a screenshot of the problem (midget man):



Thanks

GarageGothic

How did you try to rescale the character?

The easiest way by far would be to use Walkable Area scaling. If you use v. 2.72 or ealier, go to the Room Editor -> Areas -> Walkable areas and notice the box called Zoom level. Try entering 200% there (which is the max. by the way), then run the game to see if your character is large enough.

Edit: Of course you need to select the walkable area of the floor before setting the scaling.

IceColdBeer

Yahoo!  ;D

Cheers mate, it's fixed now  :)

DoorKnobHandle

Great to hear it's fixed, and I'm sure it's helping your confidence with AGS build up and good in your test-game, but consider that the constant up- or down-scaling of a character in AGS using that method is not appropriate for a real game (in which you should definately draw your rooms and characters already in the proper size to each other by constantly comparing them, checking back and forth / pasting characters in your room graphics). It just looks tons better that way. :D

Khris

And just FYI, if you want to stick to a x2 Roger for now (for testing purposes or whatever), there's a convenient way of doing it globally so you won't have to set every walkable area to 200% only to change it back once you have a proper character in place.

From the menu, select Script -> game_start, then put this inside the curly brackets:

Code: ags
  player.ManualScaling = true;
  player.Scaling = 200;

The code should be self-explanatory.

IceColdBeer

Thanks, I'm already getting a little ambitious...  ;)

Cheers for the timely response btw

SMF spam blocked by CleanTalk