ColecoGamer Posted August 15, 2021 Author Share Posted August 15, 2021 A couple more: 3 Quote Link to comment Share on other sites More sharing options...
ColecoGamer Posted August 15, 2021 Author Share Posted August 15, 2021 As a FYI - I’ve adjusted my project’s screen resolution to 320x224. I figured it was better to change it now, before I get too involved in what I’m doing. As for the aforementioned sprites I posted: I’ll resize them a bit later, when it’s finally time to use them. I am expecting to do a lot of touch up on these sprites once they’ve been resized. I’m still at the very early stages of what I want to achieve. Despite this, I am really enjoying myself. I am also having a lot of fun discussing everything with the community. You guys/gals rock! 3 Quote Link to comment Share on other sites More sharing options...
Zerosquare Posted August 15, 2021 Share Posted August 15, 2021 Those sprites are nice! And yeah, there isn't really any solution for resizing pixel art that doesn't involve manual work. Even when the scaledown ratio is an integer, automatic scaling often looks ugly. And when it's not, it's even worse. 2 Quote Link to comment Share on other sites More sharing options...
LordKraken Posted August 16, 2021 Share Posted August 16, 2021 (edited) 12 hours ago, Zerosquare said: Those sprites are nice! And yeah, there isn't really any solution for resizing pixel art that doesn't involve manual work. Even when the scaledown ratio is an integer, automatic scaling often looks ugly. And when it's not, it's even worse. Partly incorrect Some dedicated tools do this kind of work decently well. I'd recommend to look at Aseprite for instance. It's quite cheap and really helpful to scale pixelart content, but ok some light manual work will be required (so @Zerosquare is right in the end ^^). Edited August 16, 2021 by LordKraken 2 Quote Link to comment Share on other sites More sharing options...
Zerosquare Posted August 16, 2021 Share Posted August 16, 2021 Interesting. Apparently it uses the RotSprite algorithm. Do you have some examples of pixel art that's been scaled down with this? I only found a single image ; it doesn't look bad, but it's hard to judge an algorithm on a single case: Quote Link to comment Share on other sites More sharing options...
LordKraken Posted August 16, 2021 Share Posted August 16, 2021 (edited) I use it on my lynx projects, even though mostly on animation work so I don't have a lot to share without spoilers (like the ending screen of RED ^^). My experience is that if you start from a "real" pixel art image or sprite, the end result is roughly 95% good, and there are just a few pixels left to change. So it speeds up the process a LOT. (It also works really well to rotate sprites by the way) Edited August 16, 2021 by LordKraken 2 Quote Link to comment Share on other sites More sharing options...
Seedy1812 Posted August 16, 2021 Share Posted August 16, 2021 Don't forget that changing the screen resolution will change the aspect ratio of pixels and that running in NTSC vs PAL will effect it too ( PAL has more lines than NTSC ). 2 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted August 16, 2021 Share Posted August 16, 2021 It also helps to have graphing paper to draw it out normally, then do a version comprised of squares. Quote Link to comment Share on other sites More sharing options...
agradeneu Posted August 18, 2021 Share Posted August 18, 2021 Good thing about Jaguar is that the sprite sizes can be very flexible. 16x16, 24x24, 32x32 are the most common sprite sizes. For some impressive monsters and bosses, go bigger 1 Quote Link to comment Share on other sites More sharing options...
ColecoGamer Posted August 18, 2021 Author Share Posted August 18, 2021 7 hours ago, agradeneu said: Good thing about Jaguar is that the sprite sizes can be very flexible. 16x16, 24x24, 32x32 are the most common sprite sizes. For some impressive monsters and bosses, go bigger Thank you! I needed to know if the Jaguar’s sprite capabilities were flexible or not. Quote Link to comment Share on other sites More sharing options...
JumbleJag Posted August 30, 2021 Share Posted August 30, 2021 32x32 Quote Link to comment Share on other sites More sharing options...
JumbleJag Posted August 30, 2021 Share Posted August 30, 2021 (edited) On 8/15/2021 at 12:34 PM, ColecoGamer said: Hi @JumbleJag What sprite size did you use for the alien seen in your screenshot? Thanks in advance! Sprites are 32x32,and 32x64,screen resolution is 512x480,game logic is very simple. Edited August 30, 2021 by JumbleJag 1 Quote Link to comment Share on other sites More sharing options...
alucardX Posted January 15, 2022 Share Posted January 15, 2022 On 8/13/2021 at 1:21 AM, saboteur said: What i've found usefull is to 'mock up' the screen in paint and try various 'sprite' sizes by overlaying them. It's not ideal because paint doesn't have layers but it does work, I have tried doing this in inkscape but the results were unsatisfactory. Also a side benefit is you can also slice up the image into tiles to be used in your game if required. One final thing i will say is don't get bogged down creating fancy graphics at the start - decide on your sizes, make place holders ( i just use blocks of colour now) and get your game code sorted. You can make the graphics pretty later when you have something worthwhile. I know this, because it's what i did and it sucks the will to code anything out of you, but that could just be me Inkscape is a great tool but not for raster images. Why not use GIMP instead of paint? Quote Link to comment Share on other sites More sharing options...
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