Author Topic: Importing images higher than 16-bit.  (Read 7830 times)

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Babaoee
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Importing images higher than 16-bit.
« on: December 31, 2022, 06:15:06 PM »
Hello everyone! I'm new here in this community. I found the Solarus engine a few days ago and saw the potential it had to make a really great game. I've been watching the official tutorials and have found them very helpful. (I'm on my way to making my childhood dream game. LOL.) But my problem is the 16-bit sprite art that Solarus seemingly requires. I love sprite art, but drawing it myself is very difficult. I'm much more experienced in higher resolution art. So I was wondering—is it possible to import high resolution art into Solarus? Or can only 16-bit art be imported?

Thank you for reading, and I would appreciate any help!

PhoenixII54

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Re: Importing images higher than 16-bit.
« Reply #1 on: January 31, 2023, 09:31:50 AM »
Hello,

Technically, you can use the whole 32-bit color palette for your images, and sprites size have no limitation. However, you must be aware that by default, the game uses a 16*16 pixels collision box for the hero and most entities, so if you want hi-res sprites, you'll need to use Lua scripting to change the entities' size as well as their origin point (which also defines their map coordinates). This includes their sprites too, to keep things aligned.
However, doing so is likely to cause collision bugs, so be careful to stay in multiples of 8 pixels for the collision boxes (sprites don't matter).
Tiles can also be of any size as long as they respect the 8-pixels rule (the editor forces you in this direction anyway).

Yulianes
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Re: Importing images higher than 16-bit.
« Reply #2 on: June 27, 2023, 11:04:14 AM »
There is no restriction to the size of sprites, and the full range of 32-bit colors is available for use. While the game supports higher resolution sprites, you should be aware that the hero and other things employ a 16x16 pixel collision box.
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noblekeon
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Re: Importing images higher than 16-bit.
« Reply #3 on: August 28, 2023, 04:51:13 AM »
Images can technically use the whole 32-bit color palette, and sprite sizes are unrestricted. You should know that the game employs a 16x16 pixel collision box for the hero and most entities by default, so if you want high-resolution sprites, you'll need to use Lua scripting to alter the entity size and origin point (which also determines their map positions). For uniformity, this also applies to their sprites.
Staying within multiples of 8 pixels for the collision boxes (sprites don't matter) is recommended to avoid collision issues.
Similarly, tile dimensions are not limited so long as they are multiples of 8 pixels squared (the editor will steer you in this direction).