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adverse effects of using enormous sprites for everything?

So I was experimenting with making monstrous character sprites, I used 3x3 tiles of 48x48 pixels to make Harold into a huge sprite. Assuming I create my own large sprites/general paralax and map stuff, using aseprite or something (to make them not look so aweful), what are the adverse side effects of using such things? (maybe lag or some other issue?)

I am also planning on using the Galv plug in to increase the frame cap (http://galvs-scripts.com/2015/12/12/mv-character-frames/) if that matters.

EDIT: Also, what would happen if I were to use much higher rez sprites and just scrunch each frame down into the aforementioned 3x3 tiles; for instance, if I were to have 8~ frames of a walking animation and used higher rez sprites, would it have a negative impact on the game? (mechanically speaking)

Attached my monstrosity of Harold (the sprite sizes are different cause I wanted to see what would happen when I changed direction during the walking animation.)
 

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MinisterJay

Administrator
Staff member
Administrator
I have used larger than usual SV Actors in battling. Some much larger than the typical 64 X 64 pixels. The largest I tested was 192 X 192. When getting large, sometimes the starting position values had to be changed, by plugin.

Larger sprite would have minimal effects on lag. Maybe it is time for me to once again test mega-sized character sprites.
 

Macro

Pantologist
Xy$
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I have alignment issues when I use them if they aren't a multiple of 32 (or was It 48?). They refuse to stick to the grid in game, it's annoying. A pixel perfect plugin would probably help because it did in ACE, but I haven't had time to look for or try one yet.
 
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