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> DoubleRes = 4
Orochi Herman
Posted: Mar 20 2003, 07:10 PM
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Snag us some vectorial image editors that are friendly for sprite making, something which has flash's line-mendability, but with some photoshop features. tongue.gif

I wonder, should I shift my main resolution core to 640x480 for this custom game I'm working on? It might slow down people's comp to a halt when using 640x480.

I need the answers while I haven't rendered the necessary images. XD


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LadyKiKi
Posted: Mar 20 2003, 08:51 PM
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Ayu: Do it, it'll be better off in the end.

I don't think it'll be slowed down that bad, I am using a AMD K6-2 333mhz PC here with a 4mb GFX Card [ATI Rage] and 96mb ram and I don't suffer from any major problems, yet ...

I would switch too, but I do not want the hassle of going through and ripping every sprite again after I just finished ripping every sprite ... >:(


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Posted: Mar 21 2003, 02:35 AM
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Lady Kiki: no problem. My english is not perfect, too tongue.gif

Ayu: Go ahead. I already make the change to my mayor Mugen (430 characters, mp3 in all the stages) none slowdown, even in tag mode.

I take a rest to sprite edit sum party's breakers sprites, but I'll try more ways to make this high-res editing faster. Anyway, my scanner is ready to try again hand drawing...
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Orochi Herman
Posted: Mar 25 2003, 06:13 AM
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a little qurey still on doubleres.

Can system images be scaled (even if not lifebars) by using the parallax specification? Try it and see if it scales.


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UltraROX
Posted: Mar 25 2003, 11:42 AM
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Err, the high resolution thingy is only for characters ? Can stages be affected ?
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Posted: Mar 25 2003, 02:23 PM
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Lifebars are affected. Look at the icons on my pics. So, stages could be affected, I guess.
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Winane
Posted: Mar 25 2003, 05:42 PM
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Using type=parallax, yscalestart=200, and width=(half of the sprite's actual width), (half of the sprites's actual width) results in double-res sprites being displayed at the correct size, but not at double resolution. It just ends up the same as scaling the sprites down before putting them in the SFF. I haven't been able to come up with any way to get double-res stages.
And even though you can get the small portraits to be double-res during the fight, I haven't been able to find any way to get them to be double-res on the select screen. Setting portrait.scale = .5,.5 scales them down, but doesn't preserve the resolution.
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Orochi Herman
Posted: Mar 25 2003, 06:49 PM
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I heard from someone (renzoku?) that he planned to double the scale factor in something using the parallax controller, so i thought it would work.

And why is your initial scaling at 200?


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Winane
Posted: Mar 25 2003, 07:09 PM
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Well, there is no parallax "controller," just parallax element type and its parameters.

Initial scaling is 200, so that the sprite gets squished to the correct size. 100 sets it to the original size, 50 stretches it to twice the height, and 200 squishes it to half its height. I was hoping that squishing a 640x480 sprite with those width and yscalestart parameters would result in 640x480 stage resolution, but as you can see, it remains at 320x240 (or rather, at 640x480 with each 2x2 square containing the same color of pixel).
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Orochi Herman
Posted: Mar 25 2003, 07:17 PM
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Did you try going beyond 200?

And anything else you could think that may do the job?

maybe setting debugbg might also help.


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Winane
Posted: Mar 25 2003, 07:39 PM
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Going beyond 200 simply squishes the sprite more. Still no effect on the resolution.

I've experimented with every value within stage def files that I thought had the slightest chance of achieving the desired effect, but nothing's worked. I think the only remaining possibility would be changing something outside of a stage's def file (as I'm not nearly as familiar with all of Mugen's other config files), but I highly doubt there's anything there either.

The debugbg parameter only affects whether Mugen draws a pink background behind everything else or not.
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Orochi Herman
Posted: Mar 25 2003, 09:02 PM
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Not good. sad.gif

I guess for this complete game, I'll have to just set the explods for stages. Thank goodness I won't be using parallax for a good long time. XD


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Maximilian Jenus
Posted: Mar 31 2003, 08:11 PM
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this method enabled me to make jill just like i wanted to ; i made her sprites a bit thinner, whitout losing any detail; donīt know about aoi yet, though, as 2x kof style sprites look like a lot of work.
By the way, you must remember that helperīs clsnīs should be half sized in the air file,since helpers donīt scale correctly.


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Diego Sanches
Posted: Apr 1 2003, 10:04 PM
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this feature is so cool... With my pocket Terry I used scaled projectiles and explods from Kof and RB... It didnīt look so good but now theyīre awesome!

the news must be spread


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fantoboy
Posted: Apr 2 2003, 02:01 PM
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THis double res thing is great- and has inspired me to start an original character.

Is there anyway to increase the font size back to normal? Would I have to re-do the fonts? Plus some of my power bar has shrunk too- I think it's part of the meter, but like the lvl 1, pow, and level max things have shrunk too. Perhaps they are fonts? I don't see them in the sff. So how hard is it to double the size of a font, and how do i do it if there's no simple command I can put in the def file?
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