Way point scaling problem

  • #20, by SimonSMonday, 03. March 2014, 22:21 10 years ago
    I'm rewriting the scaling system at this time, it will have floating point precision opposed to integer precision. That will be included in the next version. But the position of the character will be snapped to 1 pixel. So don't squeeze your points to hard. For all scaling only the y-coord of the points and the character applies by the way.

    Thread Captain

    1580 Posts


  • #21, by CrossTuesday, 04. March 2014, 18:42 10 years ago
    That's great news!
    Looks like i could pick up my old project again.
    Thanks for the update, Simon.

    Newbie

    92 Posts

  • #22, by pandyTuesday, 04. March 2014, 20:09 10 years ago
    That sounds like a sensible solution. Thank you so much!

    Newbie

    27 Posts

  • #23, by GlenfxTuesday, 13. September 2016, 00:36 8 years ago
    Sorry to bump this old thread, but I wanted to ask a question, I want to have a scene that the character scales from top to bottom and at the same time have a different size on the left and right, kind of like a forced perspective at both sides on the same scene or a fisheye looking scene. I noticed the waypoints only worked in Y so I wanted to know if it was implemented the X as well?.

    Newbie

    72 Posts

  • #24, by afrlmeTuesday, 13. September 2016, 00:42 8 years ago
    It should work on both x & y, but it's recommended that you only create them on Y if possible & outside of your way border. The reason being that it doesn't always scale up / down very smoothly if you over-complicate the scale points as the engine has a hard time trying to figure out what to do I guess.

    Imperator

    7278 Posts