![]() ![]() ![]() You maybe need to switch from normal mapping to parallax mapping(Not sure). Originally posted by Hajami:How big are your standard Heroes? If you want 100x250 big chars working with collision and everything, than thats not possible without plugins, and even with i have no clue how much workload is coming towards you. ![]() ![]() The plugin lets you input the target size and a few other necessaries, then just replaces the graphics at run time and handles the scaled tile sizes and collisions for you. unless the editor will perfectly scale down the size you set to 48 or something.I haven't really experimented myself, but as I understand it: Shaz's plugin uses two separate sets of graphics: one sized for the editor (48) and one for in-game (literally just an up- or down-scaled version). Wow, I cant even begin to wrap my head around what it would be like to have to map and event a game in 48's and then when I test its completely different. That being said, I'm not opposed to deconstructing a plugin to learn about what I want!That's the approach I've taken so far! ^_^ Originally posted by Bromulus:I'd rather push myself to find the area of the base code that speaks to the tile size, and then modify it myself without any bloat or 1M extra things I'm going to need to check when I'm debugging beyond my own fumbly bits.Nothing wrong with this in principle, but it's worth bearing in mind that things may not work out that neatly. 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. You are actually better served, by increasing the size of your source sprites, & then making minor modifications to sharpen their edges, & provide greater detail, based on your now increased number of pixels to work with.I hope this would be the section where the most people with this knowledge would frequent. Setting aside, the profoundly stupid idea that reducing an image size, until you are forcing the same number of pixels into a frame 20% of original source's size, will result in a better quality image than even a 100% size increase from original source. Thereby destroying those details & creating a pixelated image. The pixelation you are complaining about from enlarging an image, will still occur if you reduce the image in size especially in the dimensions that you are talking about.īecause, as you reduce the image from an ever larger source, you are compressing an ever increasing number of pixels into the same space. Originally posted by dartusf:no.If i take a little sprites ( 48x48) and i resize it to (96x96) i lose quality cause it will be like if i zoom it and see all the pixel.And if i take a sprites like ( 480x480) and i resize it to (96x96) it wont look like its zoom and full pixel. ![]()
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