Help Scaling Players

elisf2

Member
Hi guys I have a ? is there a easy and uniform and easy way to scale down a player character. I am trying to make some gifs from a character smaller to fit the enemy's I am using aerosprite I know Photoshop and gimp are best but I am to computer illiterate and that is the only software ive been able to figure out. So what I have been doing is scaling by hand so I have had to rely on my eye to resize each gif. Is there any easy way that say I could scale the each gif down by say 25 percent instead of relying on my eyes and judgment? Thx in advance for any help and advice anyone can give
 
Hey O could you give me an example of how to do it by using code? I figured out how to use rotsprite but im still having a bit of trouble with it. Thx for the help
 
Check the manual for "drawmethod".
There is a short version called drawmethod scale {scalex} {scaley}, for both values (but you can use only one and it will be used for both values) or you can scale only on a specific dimension if you want.

You would need to paste this line in every animation you have. You create a ondrawscript with a drawmethod (the full version) to scale all your character.

Bear in mind that OpenBor uses the nearest neighbor when scaling.
 
Also remember when you use drawmethod you need to redo bboxes and hitboxes because drawmethod changes only sprite size and nothing else, so your hitboxes and bboxes will be normal size if you simply paste drawmethod onto existing animations.
 
Not quite. Depends of what you are looking for. And for cases were you use drawmethod, it should not scale the bbox at all.
Its how it works in other engines, like Mugen, and in many consoles, like Neo Geo. Then you you scale an IMAGE, the collision boxes doesn't change.

For example, in Mugen we have two ways of doing this (3, in most recent version):
- by change the character scale (or sprite scale), which is just cosmetic and doesn't changes the boxes (attack or body).
- by change the local coord. This AFFECTS the boxes.

By default, and following the logic of how OpenBOR handle sprites (for things like shadow and mirror or even draw sprites), it should not change the scale of the boxes. Because you are, as the name implies, just changing the draw method of the sprites.

For sure the devs could find a new way of doing this, where we could change the size (and not the scale) of the sprite (better saying, entities).
 
Check the manual for "drawmethod".
There is a short version called drawmethod scale {scalex} {scaley}, for both values (but you can use only one and it will be used for both values) or you can scale only on a specific dimension if you want.

You would need to paste this line in every animation you have. You create a ondrawscript with a drawmethod (the full version) to scale all your character.

Bear in mind that OpenBor uses the nearest neighbor when scaling.
I am thinking to create 2 different characters: 1 for boss (big size) and another for summon (small size). However, I really want to use the
drawmethod scale
to scale them to smaller size for summon char.
If I use the drawmethod scale method, will the animations look as good as the original?
Thank you
 
ehh, that sucks.
But try yourself and see how it looks for you. Sometimes the results aren't that bad. You will notice more artifacts if your sprites have a black border.

Also, try scaling sprites in round numbers - like 90% instead of 93,5%.

But you will have better results with power of 2 - 75, 50 or 25%
 
Would be neat to have lanczos scaler on sprites with alpha channel, this way id make all characters in 200% and scale them down to 100% for regular size , so when theres zoom in to 200 there wont be any quality loss cause this is actual the true 100% scale, i wanted to do this for a long time but yeah... no lanczos scaler .
Maybe i could add it if i knew where drawmethod code is in the source and put a flag to use lanczos
 
Back
Top Bottom