This guide explains how the Scale trigger works. It helps scale objects up and down.
Made by EYZ and Sparktwee
Required Guide: Groups
Medium Difficulty
Short (4-6 minutes)
Alongside move and rotate triggers, there is also the scale trigger which changes the size of objects. In other words, it… scales objects.
Target Group ID: The ID for the objects you want to change the scale of.
Center Group ID: Similar to the rotate trigger’s center group ID, this is a one-object group. It’s a center that objects should scale from. If you leave this box empty, all objects will use their own Centers.
ScaleX & Scale Y: Lets you squash and stretch the targeted objects by using the sliders or typing in the value.
Div by Value X / Y: Divides the current scale by the values put in the ScaleX / ScaleY boxes.
Let’s say you have a block that’s scaled up 3 times. Normally, you can’t revert it perfectly back to normal, but with this option enabled, you just need to put the same values you scaled the object by and it will revert back to normal.
Only Move: Moves objects the way they would otherwise be scaled without actually scaling them. This option only works if you specify the Center Group ID.
Relative Rotation: By enabling this option, all assigned objects will remember where their X and Y axis were, but what does this mean exactly? Normally, when you scale an object, it stretches in the X or Y axis (horizontally or vertically). However, that doesn’t take into account their rotation, which can give you different scaling results when you play. Enabling this option ensures that the end results scale consistently.
In the example below, I used 2 x scale on the X axis and rotated the blocks by 45 degrees.
Relative Scale: This option uses the reference object / the center ID to calculate the scale. Normally, if you scale an object down, the object’s scale will change each time. When this option is enabled, the Scale Trigger will instead refer to the Center Group ID to determine what the new scale should be.
Similar to the move and rotate triggers, you can apply easings, and make it activate on touch-triggered / spawn-triggered.
Before 2.2, scaling was achieved by using plenty of groups and follow triggers, which was unoptimized. JamAttack made a video in which he discussed and explained this method.