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A question on scaling, and a question on PNG importing [using MFF1.0] (Read 336 times)

Started by what is it, May 02, 2010, 01:49:53 am
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A question on scaling, and a question on PNG importing [using MFF1.0]
#1  May 02, 2010, 01:49:53 am
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Okay, so I'm trying to create my first character (Nu from BlazBlue) and I have a question (The first of many I bet).
Kung Fu Man is what I'm working with right now, and his sprites are really small compared to the BlazBlue sprites I have, now I could just resize the Nu sprites, or change the scaling variables in kfm.cns, but I am baffled by the fact that KFM says he's at 1.0 scale, and my Nu sprites are only around 400x400 tops. I have the screen set to 640x480, and stretch on, and no double rez (It made everything look blurry and bad).

Basically, since my Nu is smaller than 480 she shouldn't be x2/3 size the screen, but she is. Why is this, and how can I fix it?

Now for my next question: Is there a way I can import my Nu .png files without their pallet being overwritten with KFM's pallet? And is there a easy way to create a pallet (Or rather a .act file) from said .png file?

Thank you for your time reading this, and in case I haven't given enough info on what I am using to do this it's Mugen Fighter Factory 1.0.
Re: A question on scaling, and a question on PNG importing [using MFF1.0]
#2  May 02, 2010, 04:16:17 am
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BlazBlue sprites are hi-res, so they're drawn much, MUCH bigger than KFM is, and that is why Nu is so goddamn huge.

If you're intent on making the character for WinMUGEN, you're better off resizing the sprites before you import them, because changing the scale in the CNS will not change the size of the hitboxes in the AIR file.

 However, if you make the character 1.0 compatible, you can use a nice little trick to have the engine scale down the sprites and the hitboxes at the same time--local coordinates.

Of course, using that 1.0 method that you have to use 1.0 to play it if you want it to display right, but it's worth it if you're serious about developing characters with hi-res sprites. And since you don't have to use the new sprite format if you don't want/need to, it's even better.
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Re: A question on scaling, and a question on PNG importing [using MFF1.0]
#3  May 02, 2010, 06:49:46 pm
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If you're intent on making the character for WinMUGEN, you're better off resizing the sprites before you import them, because changing the scale in the CNS will not change the size of the hitboxes in the AIR file.

It's not true. if you change xscale and yscale in your cns in WINmugen the clsn WILL get its size increased/decreased.

But actually I can't find a reason to don't release it just for 1.0. it plays better than winmugen anyway.
I'm trying to improve my english, so be patient xD
Last Edit: May 02, 2010, 11:14:20 pm by Sam
Re: A question on scaling, and a question on PNG importing [using MFF1.0]
#4  May 02, 2010, 11:28:05 pm
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clsn yes. explod and helper offsets no. You need to do math to anything that sets a position.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

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Re: A question on scaling, and a question on PNG importing [using MFF1.0]
#5  May 02, 2010, 11:33:53 pm
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just multiply the position by xscale or yscale xD
I'm trying to improve my english, so be patient xD