Author Topic: What size sprites? (ARMY)  (Read 6687 times)

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Offline Raylin

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What size sprites? (ARMY)
« on: April 15, 2010, 06:59:18 am »
EDIT: I was rushing this morning. Rewrote to sound nicer.

I am trying to find a decent sprite size for ARMY.
I need to fit 100 units on a screen while still being able to distinguish between units...

Suggestions?
« Last Edit: April 27, 2011, 04:01:18 am by DJ_O »
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Offline Zera

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Re: What size sprites?
« Reply #1 on: April 15, 2010, 08:20:43 am »
If 12x12 is feasible, it will give you a lot of detail. 16x16 would be a more conventional step up from 8x8, and you could even use modified sprite-rips from other games for this purpose. 16x16 can make the screen look rather crammed, but it's fairly workable with RPGs:


Offline Hot_Dog

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Re: What size sprites?
« Reply #2 on: April 15, 2010, 11:36:17 am »
16 x 16 is excellent, and faster to process than 12 x 12...whatever you choose, many of us don't recommend going above 16 x 16.

Offline Will_W

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Re: What size sprites?
« Reply #3 on: April 15, 2010, 11:37:52 am »
you could go the desolate route and do 8x8 map with 9x16 characters
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Offline Builderboy

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Re: What size sprites?
« Reply #4 on: April 15, 2010, 02:03:51 pm »
If you are stuck with 8x8 (and it depends on what type of game you are making) you probably would not end up using the full area of the sprite, just so you can keep the correct proportions of your character.  Like make it a 4x8 image but on an 8x8 sprite.  This for Army or somthing else?

Offline Raylin

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Re: What size sprites?
« Reply #5 on: April 15, 2010, 02:18:36 pm »
This is indeed for ARMY.
I am trying to figure out the best size for 100 units on the screen.
7x7 works mathematically.
But, detail is horrible...

16x9 with an overlay of 5 pixels works... I think.

EDIT: Never mind. That's horrible.
It doesn't work when you think of the coding involved...
« Last Edit: April 15, 2010, 02:21:08 pm by Raylin »
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Offline DJ Omnimaga

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Re: What size sprites?
« Reply #6 on: April 15, 2010, 04:16:19 pm »
8x8 is fine if you don't mind fewer details. After all Reuben Quest and ROL3 used 8x8 and didn't look that bad. 8x8 is also easier to draw because you don't need to put as many details in them. Making character and enemy sprites in 8x8 is a major PITA, though.

For greater details I recommend 16x16. 12x12 can also work unless you use xLIB or Celtic III (since they lack a 12x12 tilemapper and drawing maps tile by tile is slower)
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Offline Raylin

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Re: What size sprites?
« Reply #7 on: April 15, 2010, 04:19:02 pm »
I agree with the 16x16 idea but how are you going to fit 100 units on the screen at once?
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Offline {AP}

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Re: What size sprites?
« Reply #8 on: April 15, 2010, 04:51:27 pm »
You can't, but you can have the screen be able to scroll.
It may end up taking a good deal more space/speed just to get the screen to follow animations though. =/

Offline DJ Omnimaga

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Re: What size sprites?
« Reply #9 on: April 15, 2010, 05:06:56 pm »
True, and yeah I agree for a strategy game 16x16 is too big. For strategy I recommend 8x8 really. Details aren't needed as much anyway. If you notice, in most strategy games units are very small anyway. Starcraft 64 is a big example. Scrolling may still be necessary with 8x8 tho. I wonder how easy it would be to draw 5x5 unit sprites...
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Offline Steelm

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Re: What size sprites?
« Reply #10 on: February 15, 2011, 10:10:45 pm »
If 12x12 is feasible, it will give you a lot of detail. 16x16 would be a more conventional step up from 8x8, and you could even use modified sprite-rips from other games for this purpose. 16x16 can make the screen look rather crammed, but it's fairly workable with RPGs: