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Right, that could work in rooms where I already haven't set a region to scale based on height (as intended). 

Talking about that, to avoid making another thread, I was wondering if there's documentation on how the scaling work, because I have rooms with very different perspectives and I my original plan I intended to use (and maybe abuse) the scaling regions while keeping a single sprite with fixed sizes, but I'm seeing more and more that the scaling is a bit unpredictable and the sprites get deformed in so many different ways, which is fine for very small downscale (like in distance), but a bit less convincing when I need just a little scale down up close. I wonder if anyone was ever in my situation and how it was tackled, maybe create the same sprite at a small subset of sizes?

I don't think there's any in-depth documentation on how scaling works per se, but just from PQ code it simply scales the character's transform by the value calculated from the position in the current region, and then the pixel-perfect camera effectively applies the "nearest neighbour" interpolation to the result. So the unpredictable result at lower scales is sorta expected.

Don't think there are built-in solutions for your case. And in case of overlapping scale regions, it looks like instead of combining the scales, it uses the values from one of them, which is not really useful.

I'd recommend joining the Discord server and asking in the general chat or creating a topic, the discussion over there is much more active

Is this for pixel art? Generally this is solved for pixel art games simply by designing them so that you dont have to scale characters. It's something I learned early making games with AGS, that scaling pixel art never looks great. So now I always avoid scaling up, prefering to shrink down the room instead as a cut-away.  And I tend to do room art with the character in them so I can avoid too much scaling down too.

For hi-res games, you also have scale control on the sprite importer, so that might be what you're looking for.

For the other scaling issues, it's hard to know what you mean without screenshots/vid maybe?