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Changing character size, as well as moves. (Read 1305 times)

Started by shindonkeypunch, June 07, 2022, 10:28:30 AM
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Changing character size, as well as moves.
#1  June 07, 2022, 10:28:30 AM
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Is there an easier way to adjust a characters sparks, and projectiles to match their y/x scale? Or do I have to scroll through the entire code guessing what fixes what every time? This seems to be the biggest problem I run into with every project.

Scaling a characters height is the easy part, but many character moves aren't labelled properly when I try to adjust them, and it takes me so long, and I always end up with more to adjust.
Re: Changing character size, as well as moves.
#2  June 07, 2022, 01:27:40 PM
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Here's example:
in this cns file:

Character Size:
[Size]
xscale = 1
yscale = 1

Character Spark Size (you will see that arrow over there):
[State InsertStateNumber, InsertName]
type = Explod
triggerall = Anim = InsertAnimationNumber
trigger1 = AnimElem = InsertAnimationNumber
anim = InsertAnimationNumber
pos = 0, 0
scale = 1,1 <---
ownpal = 1
sprpriority = InsertNumber
Re: Changing character size, as well as moves.
#3  June 07, 2022, 09:03:37 PM
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Or do I have to scroll through the entire code guessing what fixes what every time?
This pretty much. Some characters were developed with rescaling in mind but they will be the minority.

For sparks for instance, you will have to replace this:

sparkxy = -10, -50

With this:

sparkxy = -10, ceil(-50 * const(size.yscale))
Re: Changing character size, as well as moves.
#4  June 07, 2022, 10:40:39 PM
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Also, also remember that changing the size value will also change the character's hit/hurtboxes so keep that in mind.