So I'm redoing my game I'm working on to use smaller assets, scaled up to the user screen. Now that my engine supports importing vector images via SWF this should be no problem.
So I went into my enemy animation and changed the project settings size down to very small, 40 x 24 which when I export and view it scales up to fill my 720p resolution.
The problem is that its making the stroke lines very thick. I believe this is due to scale compensation, however I went into EVERY layer and turned that off and nothing has changed.
This is what I'm getting - even though in the editing view the stroke lines that separate the various body parts are quite thin:
https://www.dropbox.com/s/1ylpmr666nynf1u/Squidling.swf
Scale Compensation Stuck On?
Moderators: Víctor Paredes, Belgarath, slowtiger
Re: Scale Compensation Stuck On?
AS puts a limit of .25 for line width, seems to me that at that low resolution it translates to thicker lines!
A solution might be to actually create an outline with vector by copy pasting each shapes on top of each other, re-size the copy slightly, no stroke, color the fill of the new shape to the color of the stroke You need, then send the new shape in the back, like in this example.
http://www.mediafire.com/view/tfaqf6ebc ... tline.anme - right-click save as to get the file...
A solution might be to actually create an outline with vector by copy pasting each shapes on top of each other, re-size the copy slightly, no stroke, color the fill of the new shape to the color of the stroke You need, then send the new shape in the back, like in this example.
http://www.mediafire.com/view/tfaqf6ebc ... tline.anme - right-click save as to get the file...
Re: Scale Compensation Stuck On?
It should be easier to simply keep the animation source files the same size in Anime Studio. Don't make them teeny tiny as you did. Export them at that size and then scale down in your game application after importing the larger SWF.
A teeny tiny SWF would be the same size as a large one. It's vector, dimensions don't matter, only point count and shape count add to the size. Making the Anime Studio size so small as you did, isn't going to change the size of the export and isn't going to effect the size of assets used by the game if they are vector.
I just did a simple test. I exported something to SWF with a teeny tiny project setting size and one with a huge gigantic size. File size is almost identical. It's vector. Resolution independent.
If the vector import of your game development app is converting the SWF vector import to raster, that's a different situation, but you should still check to see if you can scale during or after importing.
A teeny tiny SWF would be the same size as a large one. It's vector, dimensions don't matter, only point count and shape count add to the size. Making the Anime Studio size so small as you did, isn't going to change the size of the export and isn't going to effect the size of assets used by the game if they are vector.
I just did a simple test. I exported something to SWF with a teeny tiny project setting size and one with a huge gigantic size. File size is almost identical. It's vector. Resolution independent.
If the vector import of your game development app is converting the SWF vector import to raster, that's a different situation, but you should still check to see if you can scale during or after importing.