Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Murchad

#1
Quote from: Crimson Wizard on Thu 10/07/2014 10:51:15
Quote from: HandsFree on Thu 10/07/2014 10:44:06
I've seen a very practical solution for this. Maybe it's frowned on by the experts but if you just put one pixel of each walkable area in the front of the screen (somewhere out of the way/at the side if possible) and one pixel at the back, you can set the scaling for all walkable areas the same. 100% to 30% in op's example.
I think this is a very nice workaround!

Looks nice. Thanks :)
#2
That's what I afraid of.
#3
Hello friends. It's me again with another problem.

I've noticed today, that my character's talking view doesn't match with his idle/walking view and when he is talking, he is "jumping" few pixels to the left. Is there any possibility to globally change the position of one of the views, or I need to recreate manually each of over the hundret of frames?

Thanks in advance :)

EDIT:

I made something like that in global always part of the script:
Code: ags
 if (cSmith.View == 1)
  {
    cSmith.Move(cSmith.x - 5,  cSmith.y);
  }


It's working, but to be perfect i should use "4.5" instead of "5", but then I have error that "Type mismatch: cannot convert 'int' to 'float'." Any ideas how to change that?
#4
This first solution is working in this case, so thanks a lot for help :)
#5
Hello friends. I have some problem. I tried to find the answer on the forum, but could.nt find it. I hope I didn't missed it somewhere.

I'll explain what is my problem on this sketch.

SMF spam blocked by CleanTalk