Questions about maps and sprites

Gilbert

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Hello,
I recently bought XP, but don't have much knowledge about it. I use pixiliart to design a map and characters and snipped it, but I'm having some trouble with using the image even though I imported it. Also, what are the sizes for sprites?
Thank you
 

Shaz

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you might get more help if you define what "having some trouble" means. Perhaps show us screenshots of what it looks like when you import it and when you try to use it, and also post the original files you're using so we can see if they're formatted correctly.

Sprites can be any size. You just need to make sure the width and height are divisible by 4 and your cells are all the same size. If "snipped" means you cropped away any whitespace this is probably where you've gone wrong, but without actually seeing things and a clearer description, that's only a guess.
 

Gilbert

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you might get more help if you define what "having some trouble" means. Perhaps show us screenshots of what it looks like when you import it and when you try to use it, and also post the original files you're using so we can see if they're formatted correctly.

Sprites can be any size. You just need to make sure the width and height are divisible by 4 and your cells are all the same size. If "snipped" means you cropped away any whitespace this is probably where you've gone wrong, but without actually seeing things and a clearer description, that's only a guess.
Thanks for the info about the sprite : )
Lol you're right, I cropped the whitespace which made it difficult to use
 

Shaz

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Yes. Grab your spritesheet and divide it into 4 columns and 4 rows, with each cell being exactly the same size. This is what the game is going to do, and each cell shows how your sprites are going to be displayed as it animates through the walking frames. If you've cropped the extra whitespace around the edges, you'll find the sprite will move from side to side as you're walking, and when you're facing up, it'll look like it's higher than it does when you're facing down.

Work out what the greatest width is of a single sprite, and the greatest height, and add a few pixels to each measurement so you can have a little bit of a gap between the sprites. Then make your whole spritesheet 4 times that adjusted width and 4 times the adjusted height. Add a grid if your program allows it, with that width and height. Centre the sprites horizontally within the cells, but don't centre them vertically - put them at the bottom.

That should give you better results. Also check the RTP sprites and see how they're done the same way - they all have a bit of whitespace around them, even at the edges of the entire sprite sheet.
 

Gilbert

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Thanks man : )
Do you happen to know the maximum size (width and height) for importing tileset?
 

DerVVulfman

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ROFL. Well, the width is always 256px wide to accommodate the 8 (32x32px) tiles going across. However, I have seen some hellaciously big tilesets in height. One is 18752px (or 586 tiles) long!!!!
 

Shaz

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Don't make them that big though. That particular tileset causes massive lag.

I got a commission a few years ago to write a script to split that tileset out into multiple, using just the tiles that were used in the game, and then updating all the maps to use the correct tileset and new tile ids. Fun little commission, but I wouldn't want to do it again.

Make it as big as it needs to be (always a multiple of 32 for the height), and add more as you need to. Don't get caught in "I'll put in everything I could possibly want" and then not use it.
 

DerVVulfman

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Agreed. I think ... (CENSORED ELSE SHE'D KILL ME). :D And it's also hella hard to find the tile you NEED in that set. It's GI-NORMOUS!
 

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