ive gone through their forum and help files and cant seem to find anything listed there.
see it says that the room is at 320x240 yet ive got the game set to 640x480 and the imorted image there is a 640x480 sized image. whats wrong here.
AGS help needed
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- Honorary AGD
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I've never worked with anything over 320x200, but I'm thinking that the relative size doesn't mean it's actually size. Does the background look right when you compile and run the game? I think AGS was originally designed for 320x200, so that is what everything is relative to.
Of course, I could be totally wrong.
Of course, I could be totally wrong.
well. it looks ok in the final however ive got objects that need exact placement so they would look like part of the background. however the room area is based on 320x240 to basically i cant possition things exactly on a 640x480 background. if im off by one pixel it shows. im thinking there is no work around and ill just have to create all images in a nice resolution like 640x480 or 800x600 then right before going to ags ill do a resize to 320x240. its a pity ill loose that detail.
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- Honorary AGD
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Actually, that's one issue AGD2 ran into multiple times during the development of Al Emmo. While AGS supports resolutions higher than 320x200, the engine mechanics still see the game as a 320x200-game, which is why moving your character to coordinate x=320 will make him walk all the way to the right, instead of to the middle.
If positioning is important to you, you can use the LockViewOffset function to add 1-pixel corrections to your frames. Unfortunately, only characters have this function.
If positioning is important to you, you can use the LockViewOffset function to add 1-pixel corrections to your frames. Unfortunately, only characters have this function.