Odolwa
Member
I'm currently trying my hand at some sprite art and I wanted to settle on a particular style along the lines of Mega Man X or Shovel Knight. To practice this I went to The Spriter's Resource site and acquired a sprite sheet for X and Plague Knight (PK). After I carried the sprites across into the sprite editor of GM I found that the sprites for both characters came out at about 32x32.
When I put PK into the room (with a view size of 640x480) I found the character to be quite small compared to how he appears in the actual game. Specifically, he is twice as big there.
Playing around with the numbers a bit I found that a view size of 800x512 and doubling the size of the sprite in the sprite editor yielded the closest match to the dimensions I observed in the game. However, when I tried setting the size of the sprite with 'image_xscale = 2' and 'image_yscale = 2', PK ended up looking slightly blurry compared to the scale increase I achieved in the sprite editor.
At this point I'm wondering if it's common practice to try and draw character sprites as small as possible (i.e. 32x32) and then later scale them up in-game as a way of saving memory in the sprite resource tree? Can the sprites be compressed to a 32x32 scale when exporting, because if increases to detailed sprites with 'image_x/yscale' results in blurry pixels and problems with collision checks, I don't see how I can use them at anything other than 64x64 (i.e. I initially draw them at the 32x32 range and then scale up in the sprite editor).
Can anyone else explain this? Do you guys keep your character sprites at the 32x32 range or 64x64, particularly in relation to platformers?
When I put PK into the room (with a view size of 640x480) I found the character to be quite small compared to how he appears in the actual game. Specifically, he is twice as big there.
Playing around with the numbers a bit I found that a view size of 800x512 and doubling the size of the sprite in the sprite editor yielded the closest match to the dimensions I observed in the game. However, when I tried setting the size of the sprite with 'image_xscale = 2' and 'image_yscale = 2', PK ended up looking slightly blurry compared to the scale increase I achieved in the sprite editor.
At this point I'm wondering if it's common practice to try and draw character sprites as small as possible (i.e. 32x32) and then later scale them up in-game as a way of saving memory in the sprite resource tree? Can the sprites be compressed to a 32x32 scale when exporting, because if increases to detailed sprites with 'image_x/yscale' results in blurry pixels and problems with collision checks, I don't see how I can use them at anything other than 64x64 (i.e. I initially draw them at the 32x32 range and then scale up in the sprite editor).
Can anyone else explain this? Do you guys keep your character sprites at the 32x32 range or 64x64, particularly in relation to platformers?