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scaling up/down is jerky
I was wondering if there is a good way to scale up/down characters without getting a jerky effekt? if I move a character away from the screen and want him to scale down, the scaling is jerky and he gets positioned many pixels to the left of his current position and when I walk toward the screen again and want him scaled up his position gets many pixels to the right of his current position...I hope I make myself clear hehe...Is this something that can be fixed? I was having a small dream to be able to do a resident evil style game in MMF2 someday :D
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Hard to say what is your exact problem since you leave no details about your events, but try this if you haven't allready:
Use alterable values to deal with positions.
Since coordinates cannot have decimals, using alterable values is better when you're calculating positions. At start of frame set Alterable Value X to XPosition of object, and Alterable Value Y to YPosition of object. Then forget about the actual positions and only use the alterable values from now on in your events.
Convert all integer values to float values.
All values in MMF are integer by default. This means they have no decimals. If you divide 5 by 2, the result will be 2. However, by dividing 5 by 2.0, the result will be 2.5, since the result is now a float value.
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oh my events was something quick like "if Active object is in position(x,y)" then scale object. I will try your suggestion. Thanks :D
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Also try to get the scaling done in one event. For instance: Always set scale to Ymouse / 80.0.