Scaling

You can use draw method, drawmethodscale to be exact, like this

drawmethod scale {scalex} {scaley}

  • If scaley is not specified, it is the same as scalex. For example, drawmethod scale 1.5 will scale the whole sprite by 1.5.



Anim jump

loop 1
offset 47 69
bbox 37 31 19 39
delay 5
frame data/chars/bill/e.png
drawmethod scale 2 2
frame data/chars/bill/ile.png
frame data/chars/bill/e.png
frame data/chars/bill/ile.png
frame data/chars/bill/e.png
 
If you want to resize a character's size larger or smaller without bothering to put standard drawmethod commands in every single animation, you can use either setdrawmethod or changedrawmethod. That way, the script will do everything for you without having you to insert that drawmethod command in all animations you have.

 
If you want to resize a character's size larger or smaller without bothering to put standard drawmethod commands in every single animation, you can use either setdrawmethod or changedrawmethod. That way, the script will do everything for you without having you to insert that drawmethod command in all animations you have.

have used drawmethod to scale stuf but never checked and allways wonder.. do bboxes and attack boxes scale too?
 
No, collision does not scale or rotate - that's conflating display with logic. Remember, an entity is not the thing you see on screen. Those are just pixels drawn for you, the human, as an interface, and done after the results of logic are worked out. They have jack all to do with any of the actual game.

I am considering a collision scale in the future, but it would work separately from drawmethod, and it's not a high priority item with all the other things on my plate. There are ways to do scaled collision with script, but its pretty advanced. If you are interested, I could see about working up some instructions.

DC
 
Back
Top Bottom