Would it be possible to add in the ability to scale the sprites as a post process to create multiple sizes of character?
See:
I think this can be accomplished with reasonably looking results, obviously editing the image by hand would give the best results, but this can be used as a template for rapid prototyping
I have done some experimenting and I think I have come up with what I hope is a relatively easy system to implement
For the Battlers Poses I split the Head from the Torso/Legs and stretch each accordingly.
Below is the stretching table I used for stretching the Battle Animations, Each Step Head is stretched by 1px and the Torso/Legs are stretched by 7px.
Head (0-37px), Torso/Legs (38-64px) (Original [child] Step 1)
Head (0-38px), Torso/Legs (39-72px) (Early Teen: Step1)
Head (0-39px), Torso/Legs (40-80px) (Late Teen: Step 3)
Head (0-40px), Torso/Legs (41-88px) (Adult Female: Step 4)
Head (0-41px), Torso/Legs (42-96px) (Adult Male: Step 5)
Because of the nature of the battle poses some groups might need small tweaks or in case of the dead pose, the formula is rotated by 90.
For the walk cycle animation I broke the original sprite into three different components so I had more control of the legs to torso ratio.
Below is the stretching table I used for stretching the Walking Animations Each Step Head is stretched by 1px, the Torso is stretched by 2px, and the Legs are stretched by 3px.
Head (0-31px), Torso (32-40px), Legs (41-48px) (Original [child] Step 1)
Head (0-32px), Torso (33-43px), Legs (44-54px) (Early Teen: Step1)
Head (0-33px), Torso (34-46px), Legs (47-60px) (Late Teen: Step 3)
Head (0-34px), Torso (35-49px), Legs (50-66px) (Adult Female: Step 4)
Head (0-35px), Torso (36-52px), Legs (53-72px) (Adult Male: Step 5)
If all this works then another option that should be easy to add is horizontal stretching for the Torso/Legs (not the head), This will allow developers to create heavy set charters.
Finally I have include a blending comparison, First is Nearest Neighbor, Third is Bilinear, the Middle image is Nearest Neighbor with a 50% transparent overlay using Bilinear. This is my opinion softens the Nearest Neighbor just enough, but doesn’t have the same blurred look that the Bilinear has when stretched to the extreme.
Thanks