Scaling height and width separately on absolute values

Nimono

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I've been looking around the Extensions list, and I can't find anything for what I want. The editor has a built-in scaling function, but it works over a given time, and on width and height at the same time; I'd prefer the ability to change either of these separately, and on absolute numbers at my discrection. Would greatly help in making laser obstacles in games like shmups, where you typically see them extend out of a central point BEFORE visually beginning to move. How difficult would this be to make?

I checked the scaling extension, but it appears to only scale all directions equally, which is not what I want in this case- I want full freedom on how far it scales, at what rate, at what time, in which direction.

LIBERADO

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Would greatly help in making laser obstacles in games like shmups, where you typically see them extend out of a central point BEFORE visually beginning to move. How difficult would this be to make?
I wonder what kind of laser obstacles you mean.
   
<a href="http://static.stencyl.com/games/34591-0.swf" target="_blank" class="new_win">http://static.stencyl.com/games/34591-0.swf</a>

« Last Edit: July 04, 2016, 01:27:19 am by LIBERADO »
I'm spanish, excuse me for my bad English.
I'm not a private teacher. Please, post your questions in the public forum.

Nimono

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  • Posts: 5
Would greatly help in making laser obstacles in games like shmups, where you typically see them extend out of a central point BEFORE visually beginning to move. How difficult would this be to make?
I wonder what kind of laser obstacles you mean.
   
<a href="http://static.stencyl.com/games/34591-0.swf" target="_blank" class="new_win">http://static.stencyl.com/games/34591-0.swf</a>
?! I mean things like moving laser bullets, like you see in danmaku shmups like Touhou. Not attached to the enemy that shoots them, but they extend out of their origin point before moving out. (Though Touhou does have static lasers, too...)

LIBERADO

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You could post a link of YouTube showing a game with a sample of your desired laser.
I'm spanish, excuse me for my bad English.
I'm not a private teacher. Please, post your questions in the public forum.

Nimono

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You could post a link of YouTube showing a game with a sample of your desired laser.

Good idea, I'll go ahead and do that now! (Why didn't I do that sooner... <_>)

https://www.youtube.com/watch?v=TKbqepSW8r8&t=2m5s This should show what I mean, look at the spread of beams that come out of the boss after every wave of orbs. That's the kind of laser I'm wanting to make, and it's far easier to do when you have direct control over their size on every frame as opposed to needing to do it over a specific amount of time. This is also a good example video I was given: https://www.youtube.com/watch?v=3Clwf8O-t7g&feature=youtu.be&t=2m24s

LIBERADO

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I guess you mean this:
   
<a href="http://static.stencyl.com/games/34595-0.swf" target="_blank" class="new_win">http://static.stencyl.com/games/34595-0.swf</a>

« Last Edit: July 04, 2016, 02:03:46 pm by LIBERADO »
I'm spanish, excuse me for my bad English.
I'm not a private teacher. Please, post your questions in the public forum.

Nimono

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Yes, exactly like that! :D

LIBERADO

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I have attached the stencyl file to this post.
I'm spanish, excuse me for my bad English.
I'm not a private teacher. Please, post your questions in the public forum.

Nimono

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  • Posts: 5
That works quite well. I still feel it'd be very nice to have absolute control over objects' scales on the pixel scale, per-frame. For example, next I want the laser to shrink upon hitting a solid object until it reduces to nothing, at which point it's killed. I can sorta do that with current functions, but it's not perfect, whereas if I had full control over the sizes at a pixel scale, per-frame, I could manipulate them quite easily to get to the sizes I want exactly when I want them.