What engine is your game being made in? Love sprite7 as is btw :)
Viewing post in [Devlog] (Untitled) Game Project - working title
iirc Game Maker 2 does a good job of scaling art down, but it is good practice to draw at the size you want your sprite to eventually end up being, that way you can control which details "get lost," instead of drawing big, scaling down, and then having to make adjustments. Ends up just being more work.
What is the ideal size of the player? You don't want him too big because it limits the level design of your platform segments. Perhaps you could make two versions of him? A smaller chibi version for the platforming segments and then the size of sprite7 for the fighting segment?
I see, thank you so much!!! Hm.... that's also I pretty good question, I was thinking about making the sprites for my game 120 x 120 or maybe something a little bit bigger? And make the player character persistent so that when they transition to the fighting segment - they retain the same height or is (a little bit bigger depending on the camera)? But I'm not sure if that's too big or not - some sprites for fighting games are massive so I'm not sure if it'll fit in with the platforming / fighting hybrid I'm going for yknow?
The game Indivisible has a battle system I'm kinda trying to replicate, here's a short vid of their battle system. The player character herself is actually pretty small, but the camera zooms in on them during the fight, and zooms back out, if that makes sense, that's kinda what I'm going for! :0c
Here's what 120 x 120 looks like for one of the spites, I'm not sure if it's small for a platformer or too big for a fighting game, if that makes sense? I'm not really good at explaining it I'm sorry ahahaha
That's a good example to show what you are trying to do. It looks like the player in Indivisible is about a fifth of the height of the camera, so maybe you could try rule of thumb? Indivisible isn't pixel art I would say, so my previous advice about drawing at the size you want to eventually be at won't make sense. Maybe you can scale the room up instead? And then adjust the camera to fit the height of the room? I only had a Game Maker 2 license for one semester at my university unfortunately so I can't go and fiddle with it.
I see!!I think that could work, but I have a couple of questions since I'm a total newbie about all of this and I wanna learn how it works, so hopefully that's alright with you aha
1. Could you elaborate a little bit more on the "rule of thumb?"
2. Would scaling up the room mean changing the room dimensions in the room editor? I know there's video tutorials about cameras, so maybe it would be like that (2 cameras - one for the over world and one for the battle sequence?)
For real though, thank you so much Singulo, you're helping me a lot!! I was super worried (and dare I admit, I lost a little bit of sleep trying to figure this out LMAO) so your help is greatly appreciated!_(:'33
Sorry, rule of thumb is an English phrase that means "in general." Basically when you aren't sure about something, falling back to the "rule of thumb" is generally a good idea. I hope I have explained the phrase accurately.
Yes, scale the room up, and then you can change the camera to fit the change in scale. You could use two cameras maybe. I would just script the camera to zoom in. camera_set_view_size(camera_id, width, height) is a function you can use for that.
Thank you so much Singulo for your help, I greatly appreciate it! One last question, would the camera have it's own object? I know that the script for the camera_set_view can be put into it's create event, and would the blank object just be put into the room? (Sorry, I just wanna make sure I'm doing this right ahaha!)