think its possibile for a sprite to be too big?

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been working on my own project in the last few days and something has come to mind,

when is a sprite too big?
i mean in a playable sense, right now im looking at 3 trees, that are in the story meant to be the size of well a giant mountain, and then i thought, ok story calls for that, but what about giant humans and other things,

when do you call it and say thats big enough, do you call it or just make it the size it should be?
if something is bigger then what you can possibly show it as, how would you make the viewer understand the true scale?

my theory is to show the scale in art, rather then play, and having the sprites as big as i can make them without them being overbearing.
not looking for feedback on that im just wondering what you would do,
 

ShadowDragon

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it really depens on the resolution size of your game, but I would say, 1/4 of the total resolution
size, if you split your resolution into 4, than tht square around.

but I also think, thats also difference from person to person.
 

Andar

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it depends on what you want to do.

Usually a sprite has to be visible (which means the cell size has to be lower than the screen size) for it to be playable under all circumstances.

However if the sprite is for effect and not for playability, then you can consider using much larger sprites.
Think of the player walking along a titanic stranded whale for example - and never forget that a sprite is easiest to animate in the RMs. So if you want it animated it is easier to do a large structure as a sprite than to try to piece it together from animated tiles and pictures etc.
 

Kuro DCupu

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Heh... do you know Dreaming Mary? It's RMVXA game.

Back when I was still green, I was curious of how is he able to make an animated foreground (3:15). So I ripped the game (for study purpose), and took a peek...

Boi to my surprise, he is simply just using a sprite animation! Put the event in the center-bottom position of the map and turned on stepping animation. That was creative. To think sprite could be used in such way. Considering how the map are scrolling suggest that the cell size is much higher than the screen size.

My opinion on how sprite can be considered too big? Never. Abuse it as you please.
 
Last edited:

glaphen

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Reading this thread made try to lower the image size needed for big characters since I feel I've gotten better at scripting even though I still haven't read a tutorial, it was pretty easy.
Code:
ImageManager.isSingleCharacter = function(filename) {
    return filename.charAt(0) === '%';
};

Sprite_Character.prototype.setCharacterBitmap = function() {
    this.bitmap = ImageManager.loadCharacter(this._characterName);
    this._isBigCharacter = ImageManager.isBigCharacter(this._characterName);
    this._isSingleCharacter = ImageManager.isSingleCharacter(this._characterName);
};

Sprite_Character.prototype.characterBlockX = function() {
    if (this._isBigCharacter || this._isSingleCharacter) {
        return 0;
    } else {
        var index = this._character.characterIndex();
        return index % 4 * 3;
    }
};

Sprite_Character.prototype.characterBlockY = function() {
    if (this._isBigCharacter || this._isSingleCharacter) {
        return 0;
    } else {
        var index = this._character.characterIndex();
        return Math.floor(index / 4) * 4;
    }
};

Sprite_Character.prototype.patternWidth = function() {
    if (this._tileId > 0) {
        return $gameMap.tileWidth();
    } else if (this._isBigCharacter) {
        return this.bitmap.width / 3;
    } else if (this._isSingleCharacter) {
        return this.bitmap.width;
    }  else {
        return this.bitmap.width / 12;
    }
};

Sprite_Character.prototype.patternHeight = function() {
    if (this._tileId > 0) {
        return $gameMap.tileHeight();
    } else if (this._isBigCharacter) {
        return this.bitmap.height / 4;
    } else if (this._isSingleCharacter) {
        return this.bitmap.height;
    } else {
        return this.bitmap.height / 8;
    }
};
Even got it to work in mv3d by adding
Code:
this._isSingleCharacter = ImageManager.isSingleCharacter(this._characterName)
after the only isbigcharacter in ctrf+f. Only problem is you need to select the very first frame of image in editor or nothing appears, only need to add % to first character of file name.

Oh and if you want it to be animated you can always duplicate it in some way with different terms and change only
Code:
Sprite_Character.prototype.patternWidth = function() {
    if (this._tileId > 0) {
        return $gameMap.tileWidth();
    } else if (this._isBigCharacter) {
        return this.bitmap.width / 3;
    } else if (this._isSingleCharacter) {
        return this.bitmap.width / 3;
    }  else {
        return this.bitmap.width / 12;
    }
};
to / 3.
 
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