Sprite Scaling/Zooming

AfterBurnettAfterBurnett Member Posts: 3,474
edited November -1 in Working with GS (Mac)
Can it be done?

Also, I know you can pan the camera but can you also zoom it in and out? Think of Art of Fighting for Neo geo... that's the kind of thing I'm after.

Sorry if these are ultra noob questions, I can't check out the app myself until my Intel mac arrives.

Comments

  • AfterBurnettAfterBurnett Member Posts: 3,474
    Anyone? ;)
  • IntelligentDesignerIntelligentDesigner Member Posts: 517
    Wouldn't you just interpolate actor.size.Width/Height x and y over time? Maybe through the use of an attribute like game.size.real?
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Ah, cool, so it can be done!

    As I said, I can't actually look at the app myself until my Intel machine arrives (hopefully tomorrow).

    Cheers :)
  • JGary321JGary321 Member Posts: 1,246
    Only problem is that it won't 'zoom out' in the way i think your looking for. You can make everything ON SCREEN smaller this way, but it will not bring more of the scene into view. There is no true zooming function at this time.
  • IntelligentDesignerIntelligentDesigner Member Posts: 517
    Correct me if I am wrong, but can't you use a screen sized actor as a backdrop? In this way, the scenery could be zoomed in and out.
  • JGary321JGary321 Member Posts: 1,246
    What about all the actors that are off screen? Moving all those actors in proportion & zooming ALL actors in scene would not be feasible. Really depends on the kind of game I guess though. May work on some games.

    Definitely give it a try & give a heads-up on how well it works. I would just be worried about performance issues ya know?
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Hmmm... I guess I'll wait for a true scaling feature. I don't actually NEED it in my fighting game but I'd like to do some retro styled racers in the future (think Out Run and Chase HQ). Sprite scaling would be a brilliant feature to have.
  • jmp909jmp909 Member Posts: 73
    try using a controller actor instance and interpolating scene.Camera.Size.Width, scene.Camera.Size.Height

    you'll need to do some maths to fix your coordinates though
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