Overall concept is I design the sprite at one size and one size only, and then can do the quadrupling and halving to get all my other sizes. Losing the 4 pixels height kinda sucks cuz I really dialed in what looked good on the map as far as the sprite not being too tall/too short. So I am probably going to have to change the "source" size to 96 x 128 so I can reduce to 48 x 64 and then just use that same size sprite for map and battler. The original plan was to then use the 96 x 136 as my battler, but then I realized that only the enemies can be any size (ugh). As I worried I will definitely have to take extra care in map making, for instance making sure no paths are up along the top edge (hey why is my character just a pair of legs on this map?) so taking extra steps like intentionally edging the map with impassable tiles and other little tweaks like that. I tested everything out and i think if I make two tile high doors everything will actually look pretty normal. Then i am going to nearest neighbor scale everything down 50% and go with a 48 x 68 map sprite. Then I will nearest neighbor blow up the 96 x 136 sprite 400% so everything retains its proportions and then position this larger sprite in a 144x144 "window" for my face/portrait. (wanted to stick with multiples of 48 on the width and then just sort of dialed in my height by look and feel against various map screenshots) Then I am going to create 96w x 136h sprites. I will be going with a lo-fi pixel style. So I have been prototyping different sprite sizes into different tile sizes at actual game resolution at 720p screensize, and have zeroed in on what I plan to go with after all our discussions and my subsequent research and to scale mock-ups. To clarify not how to make them but rather what they will break in project. It seems to me this would break a lot of things in the engine and its mechanics and interactions that are all based on 48x48.Ĭan someone give me an overview of what exactly is entailed if someone wants to implement taller sprites, or custom enlarged assets, and have them work as expected. If one were to make custom LARGER sprites and tiles, and drop them in, is there also nothing else that needs to be considered for all of the rest of the games functions to look and act properly? Is there no other considerations that need to be taken for these things being brought into a project where the tilesets (and everything else) remains the same? Is it really as simple as make them taller and drop them in and everything looks and acts just fine with the rest of the vanilla game? So the idea of the taller sprites I see people making hurts my head a little bit. As long as you always scale it too a round number (100%, 200%, 300%, but never 125% or 375%) it will work flawlessly.I hope this would be the section where the most people with this knowledge would frequent. Or maybe you want to scale the width with 4800% and the height with 6400%, you'll end up with 48*64 tiles. Scale it up to 6400%, you end up with 64*64 tiles. By scaling that image up by 4800%, you get perfect 48*48 tiles.
It is simply a 9*6 pixel png, with pixels going white, black, white, black. If you want, I got a little tool (png), which you can open in photoshop or gimp and you can scale it up or down as you please, and will show you exactly how large each tile will be.
That should give you loads of wiggle space. If you make the sheet 576*384, you'll have a 64*64 grid to work on.
Since you were looking for extra wiggle space for more detail. Not sure if you use a template, maybe? But if so, you might have the wrong template.īy default, the sideview characters are 64*64.