Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hi! Reducing the image might partially damage it. Larger objects, like the cards, could handle scaling better, but I honestly wouldn’t recommend shrinking it. Keep in mind that the image is built with a pixel-per-pixel (1:1) ratio: if you reduce it, some pixels would physically disappear, distorting the design and making it lose its meaning. I hope I’ve explained this clearly!

Yes, thank you! That was very clear. I've chosen 16x16 assets and scaled them up by 6. However, every UI element I add looks too large because I scale them by 6 as well to ensure all pixels are the same size. I don't know what to do.

The two sources you are trying to equate originally both have a 1:1 ratio?

Can you post an image here so we can see exactly what it's about?

The UI elements are too large compared to the rest of the image. However, if I reduce their size by half, the pixels look strange and inconsistent.

I understand perfectly what you're describing, including the unpleasant visual effect you mentioned. To solve the issue, some minor editing work in Photoshop would be necessary. However, explaining the process here is complicated, especially since I would need to ask you additional questions to better understand the situation. I saw the image you sent me, but it's too small, and I can't properly assess the pixel-perfect details. Could you send me a close-up of the UI detail compared to the background?

I'm not sure if I should burden you with this problem. They're not even your assets, but here’s a closer look. The first image has everything scaled to 6x. In the second image, the units and tiles are scaled to 6x, but the UI is scaled to 3.

Certainly, you’re welcome! Explaining the process in words isn’t the easiest, but here’s how I would approach it: First, I would adjust the UI to match the original pixel ratio, setting it to 1:1. Next, I would scale up the UI while maintaining the same proportions as the game.By the way, in the original UI file, how many pixels does each square correspond to? (This is important to know how to resize the image.)If you have Photoshop, we can connect on Discord, and I’ll show you how to do it. This way, if you have other elements in the UI, you can manage them on your own!

(1 edit)

Unfortunately, I don't have Photoshop; I'm using Aseprite right now. I believe both start from 16x16 (https://itchabop.itch.io/stonebase-ui-pack, https://lyaseek.itch.io/minifhumans), but the UI set has elements at different scales. I've decided to avoid pixel-perfect scaling for now, at least during the prototype and mock-up phase. From your perspective as an artist, do you think it looks awful?

You can do the same thing with Aseprite. If you’re in the mock-up phase, I think you’ve made the right choice. It doesn’t look bad at all, especially since the difference is really minimal. Even if you kept everything like this in the final version, there’d be nothing wrong with it! It’s the same mistake I made with my first pixel art game, but I learned my lesson: keep all assets at a 1:1 ratio and consider 9-slice scaling. I’m glad you’ve found a solution in some way—I’m looking forward to seeing the finished game! :)

hank you for the support! I'll try to fix it before release, but it's a valuable lesson regardless.