Anonymous user
Graphics, Characters, Text & Rooms: Difference between revisions
Graphics, Characters, Text & Rooms (view source)
Revision as of 10:24, 2 December 2005
, 2 December 2005→Objects don't align properly in high-res (640x480) mode: mention LockViewOffset
*>SSH |
*>SSH (→Objects don't align properly in high-res (640x480) mode: mention LockViewOffset) |
||
Line 297: | Line 297: | ||
Nothing. AGS uses a 320 x 240 resolution grid even for high-resolution games. Therefore, you can only place objects on every other pixel (even-numbered, if going from 0 to 319 or 239). You will have to keep that in mind when designing your backgrounds and object placement. | Nothing. AGS uses a 320 x 240 resolution grid even for high-resolution games. Therefore, you can only place objects on every other pixel (even-numbered, if going from 0 to 319 or 239). You will have to keep that in mind when designing your backgrounds and object placement. | ||
However, with characters, the Character.LockViewOffset function does allow an offset in actual pixels to be specified for X and Y, so this may offer a way around the problem. | |||
There is [http://www.bigbluecup.com/tracker.php?action=detail&id=434 an entry] in the AGS Bug/Suggestion Tracker about a more accurate positioning system. In the mean time, if you grab images from your background using a rectangular marquee/selection tool, remember to make sure that the program's status bar shows even-numbered pixels for your starting and ending points (and height/width as well). | There is [http://www.bigbluecup.com/tracker.php?action=detail&id=434 an entry] in the AGS Bug/Suggestion Tracker about a more accurate positioning system. In the mean time, if you grab images from your background using a rectangular marquee/selection tool, remember to make sure that the program's status bar shows even-numbered pixels for your starting and ending points (and height/width as well). |