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Xscale/Yscale or localcoord? (Read 15831 times)

Started by Baby Bonnie Hood, March 30, 2018, 12:50:24 am
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Xscale/Yscale or localcoord?
#1  March 30, 2018, 12:50:24 am
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Which do I use to scale characters?  Are there any differences between the two?  Is one preferred over the other for technical reasons?

And also, what's the proper size for Vanguard Princess characters?  I thought it'd be a 0.5 X/Yscale, but I have a VP character scaled with 0.45 so I'm not entirely sure.
Re: Xscale/Yscale or localcoord?
#2  March 30, 2018, 01:21:47 am
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ALL optional, there´s no real better (IMO)

Tho, personaly preffer characters that use X/Yscales instead since these are more easy to adjust to whatever settings your mugen needs (like with custom portraits) tho with some quality drop in the sprites.

I say just use the localcoords if the character sprites are large (like the few Blazblue characters avalible) since makes the sprites display more clean and accurate to their actual in-game size.
Re: Xscale/Yscale or localcoord?
#3  March 30, 2018, 02:54:24 am
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Xscale and yscale affect only the size of the sprites.
Localcoord affects everything, including velocities and portraits.

Be aware that MUGEN ignores the y localcoord value.

Oh, I want a diagram. I fucking love diagrams.
Re: Xscale/Yscale or localcoord?
#4  March 30, 2018, 09:56:42 am
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Re: Xscale/Yscale or localcoord?
#5  March 30, 2018, 06:09:41 pm
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I can't remember if it's a bug or intentional; I know Elecbyte acknowledged it somewhere, but I can't find what their statement on it was.

Oh, I want a diagram. I fucking love diagrams.
Re: Xscale/Yscale or localcoord?
#6  March 31, 2018, 12:20:40 am
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Maybe I should just stick with Xscale/Yscale then?

My VP question still stands: Is it 0.5 or 0.45?
Re: Xscale/Yscale or localcoord?
#7  April 12, 2018, 02:25:47 pm
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Yes, use XScale/YScale if you want any proper results. LocalCoord is busted on the Y axis (in fact, it totally ignores it; try setting it to 9000 and it does nothing) and scales it the same as X for whatever reason.

What's the native resolution of Vanguard Princess? The scale formula for MUGEN is 320/Original.X, 240/Original.Y.

Therefore if the resolution is 640x480, your scale would be 0.5,0.5. I believe VP is 640x480 so 0.5,0.5 should be correct.


Spoiler: Unrelated to OP's question but useful info nevertheless (click to see content)
Last Edit: April 12, 2018, 02:44:35 pm by Jesuszilla
Re: Xscale/Yscale or localcoord?
#8  April 12, 2018, 04:29:37 pm
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Well, the use of local cord is / could be to standarize to the common resolutions, while keeping the *scale for extra flexibility. which is the only explanation I find to have the Y component of local cord  be unnfective as local cord currently only supports certain resolutions.
Re: Xscale/Yscale or localcoord?
#9  April 12, 2018, 04:49:28 pm
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Localcoord is fine if you plan to keep the aspect ratio at 4:3, especially since it also scales velocities, and thus allows for more refined positioning and movement (for the default 320x240 localcoord in 640x480 res, telling a character or stage element to move 1 pixel actually moves it 2).

Oh, I want a diagram. I fucking love diagrams.
Re: Xscale/Yscale or localcoord?
#10  April 23, 2018, 04:22:06 pm
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Xscale/Yscale only affact the side of main character
it didn't affect velocity and helpers and explods
you have to make change everywhere

local affect everything which is easy

but if your sprites need to be stratched in one axis you need Xscale/Yscale
like my morrigan

Re: Xscale/Yscale or localcoord?
#11  April 23, 2018, 05:07:29 pm
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Is there any potential problem with the Y localcoord being completely ignored?
Re: Xscale/Yscale or localcoord?
#12  April 23, 2018, 07:44:43 pm
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You can't use it to scale anything differently from the x localcoord value, so all localcoords are locked at a ratio of 4:3.

Oh, I want a diagram. I fucking love diagrams.