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Create point and click adventures without coding. The free version covers up to 25 scenes per project. For more scenes or to earn money with your game, you need a license.
See the Indie Bundle Try it for freegame.CurrentCharacter.CharacterScaleFactor = 75wait for 40ms
game.CurrentCharacter.CharacterScaleFactor = game.CurrentCharacter.CharacterScaleFactor - 1
jump to action part #1Could you please provide some examples? I'm not sure if i understand the way you want to do this. Is it supposed to be a top/bird view?Anyway you could either set up an another outfit, where walking would be actually just a static image and then change it to this outfit and let it shrink by "walking".There's a line you can use to set the size of the character.game.CurrentCharacter.CharacterScaleFactor = 75I suppose you could make some loop to change the size to a size you want it.wait for 40ms game.CurrentCharacter.CharacterScaleFactor = game.CurrentCharacter.CharacterScaleFactor - 1 jump to action part #1
game.CurrentCharacter:to(3000, {CharacterScaleFactor = 10}) -- adjust current characters scale factor to 10% size over 3000ms (3 seconds)The only way to force scale of a character is inside of a loop because by default they will either be 100% or scaled automatically based on the way system scaling values you provide.Okay, that gives me enough info to choose if it's better to do it that way or do the whole thing as a cutscene. I've had problems with character movement enabled when they're supposed to be static during a cutscene. I'm just learning, so some of this is bugs and some of it's probably me missing something.
You could swap out the character for a scene object that contains an animated idle version of your character & change the animation size of that, or you could force the scale inside of a loop, but you should be aware that using a character & not disabling scene interaction with begin/end cutscene or hide/show cursor action parts will allow the player to update the characters destination.game.CurrentCharacter:to(3000, {CharacterScaleFactor = 10}) -- adjust current characters scale factor to 10% size over 3000ms (3 seconds)
I've not tried forcing to() tweening function on character scaling before. The last time someone asked for forced scaling was back before we had shorthand Lua scripting methods available, so I would have probably used a mainLoop event handler & some conditions/values to handle it.