Are sprite sizes on-screen attached to their image's resolution?

SuperJojoDev

New member
Simple beginner question. In node based engines like Godot or Unity you usualy have a "scale" property for every object, meaning a sprite for example can have any size, regardless of the images resolution (to some extent). Is there any similar way to, let's say, use a high resolution image in a sprite that should be relatively small on screen? So far I'm simply downscalling things but I'd love to know if there's another option.

Thanks in advance.
 
Simple beginner question. In node based engines like Godot or Unity you usualy have a "scale" property for every object, meaning a sprite for example can have any size, regardless of the images resolution (to some extent). Is there any similar way to, let's say, use a high resolution image in a sprite that should be relatively small on screen? So far I'm simply downscalling things but I'd love to know if there's another option.

Thanks in advance.

OpenBOR has the same thing, it's called drawmethod. However, that's not what it's meant for (and by the by, you shouldn't be doing that in GoDot or Unity either). Sprite scaling is for runtime effects, not a workflow shortcut. You need to plan exactly what kind of scale you'll want, and size your final in game assets accordingly. As @Kratus mentioned (see below), a good solution is to sort of "meet in the middle". Turn up the resolution ("screen size") to something like 960 or 1080p, and then you can downscale to that without significant quality loss.


DC
 
OpenBOR has the same thing, it's called drawmethod. However, that's not what it's meant for (and by the by, you shouldn't be doing that in GoDot or Unity either). Sprite scaling is for runtime effects, not a workflow shortcut. You need to plan exactly what kind of scale you'll want, and size your final in game assets accordingly. As @Kratus mentioned (see below), a good solution is to sort of "meet in the middle". Turn up the resolution ("screen size") to something like 960 or 1080p, and then you can downscale to that without significant quality loss.


DC
That's a great idea. I'll try that. Thanks!
 
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