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1280x720 localcoord (Read 9797 times)

Started by Алексей, April 27, 2015, 04:54:33 PM
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Re: 1280x720 localcoord
#21  April 30, 2015, 02:24:41 AM
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But using localcoord doesn't work, so you're going to have to use scale anyway to get the correct results. Only you'll have to deal with an even more colossal clusterfuck if you use both, so just use the one that works: scale.

When it comes to setting a localcoord for a character, just use 1 number. That way the ratio doesn't totally get fucked.

... but that first number is all it looks at. Enter 384,5000 for the localcoord on a character and compare it to 384,2. It's the exact same.
Last Edit: April 30, 2015, 02:30:05 AM by Jesuszilla
Re: 1280x720 localcoord
#22  April 30, 2015, 02:30:50 AM
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But using localcoord doesn't work, so you're going to have to use scale anyway to get the correct results.

I've never had to before though. Maybe I'm confused by what you mean. I've always used localcoord and it's worked fine for me. Keep in mind, I'm just scaling characters down to so they look fine in HD, not necessarily going for a specific factor. Having that said, for a standard 320x240, 427 seems to be the one that does it. 

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Re: 1280x720 localcoord
#23  April 30, 2015, 02:35:17 AM
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It ignores the second parameter.
Re: 1280x720 localcoord
#24  April 30, 2015, 02:36:24 AM
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Re: 1280x720 localcoord
#25  April 30, 2015, 02:41:09 AM
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I think you can't scale something for different values of X and Y, which is something you might want to do with capcom sprites.
Re: 1280x720 localcoord
#26  April 30, 2015, 03:35:14 AM
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Re: 1280x720 localcoord
#27  April 30, 2015, 05:10:18 AM
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