32x32 textures.

Posts 16–30 of 31 · Page 2 of 3
Yes it is so.. You are sausage
Quote Originally Posted by Siphilice View Post
yeah if thats an explanation im a sausage
You said explanation, so I gave you one
Quote Originally Posted by cxydsaewq View Post
You said explanation, so I gave you one
So basically, can you change the existing spritesheets to the updated versions (let's say I add a 32x32 spritesheet full of 32px sprites or a 64x64 one, whatever), or do you have to make new ones and go through a process to make the game read 32 and 64 px sprites? I'm interested in redoing the tiles and objects so that maps and terrain looks "HD" or whatever, just to see if it can be done. Or can't it be done?
Quote Originally Posted by chargn_yeti View Post
So basically, can you change the existing spritesheets to the updated versions (let's say I add a 32x32 spritesheet full of 32px sprites or a 64x64 one, whatever), or do you have to make new ones and go through a process to make the game read 32 and 64 px sprites? I'm interested in redoing the tiles and objects so that maps and terrain looks "HD" or whatever, just to see if it can be done. Or can't it be done?
You make new one, name them the same and edit the existing code for the sprite sheet
Quote Originally Posted by cxydsaewq View Post
You make new one, name them the same and edit the existing code for the sprite sheet
Ah, okay. So when you say edit the existing code for the spritesheet, do you mean that something has to be changed somewhere else so that the game recognizes 32x32 (or higher) sprites, or is there code directly built into the spritesheet file that I'm unaware of? Sorry if I'm asking dumb questions man, I'm just interested in getting better at this stuff and I really appreciate you answering.
Quote Originally Posted by chargn_yeti View Post
Ah, okay. So when you say edit the existing code for the spritesheet, do you mean that something has to be changed somewhere else so that the game recognizes 32x32 (or higher) sprites, or is there code directly built into the spritesheet file that I'm unaware of? Sorry if I'm asking dumb questions man, I'm just interested in getting better at this stuff and I really appreciate you answering.
There is a codefile for the spritesheet, you just need to change the 8x8 to whateverXwhatever and add a "scaleValue" since the items would be way to big for the inventory
Quote Originally Posted by chargn_yeti View Post
So basically, can you change the existing spritesheets to the updated versions (let's say I add a 32x32 spritesheet full of 32px sprites or a 64x64 one, whatever), or do you have to make new ones and go through a process to make the game read 32 and 64 px sprites? I'm interested in redoing the tiles and objects so that maps and terrain looks "HD" or whatever, just to see if it can be done. Or can't it be done?
No... You can't actually do this. There is even a limit for all clients. You got to remember that you can't make something ingame having a larger x and y than your client. In my and vooolox's zombie server i tried to add a hd m4a1 but even with ScaleValue xml codes for items there is so many pixels that if you set the scalevalue to 0.0001 it will still be larger than your whole inventory. So making hd in rotmg is quiet impossible except if you remake the game.

And even tho, if it was possible i guess Ossimc84 and Slendergo would have done it on their zombie source. Sorry for mentioning yet again @Slendergo
Quote Originally Posted by lkdjnfoskjednfblksjdfn View Post
No... You can't actually do this. There is even a limit for all clients. You got to remember that you can't make something ingame having a larger x and y than your client. In my and vooolox's zombie server i tried to add a hd m4a1 but even with ScaleValue xml codes for items there is so many pixels that if you set the scalevalue to 0.0001 it will still be larger than your whole inventory. So making hd in rotmg is quiet impossible except if you remake the game.

And even tho, if it was possible i guess Ossimc84 and Slendergo would have done it on their zombie source. Sorry for mentioning yet again @Slendergo
He said look "hd" so sprites being 64x64 or 32x32 and this is infact possible
Quote Originally Posted by cxydsaewq View Post
He said look "hd" so sprites being 64x64 or 32x32 and this is infact possible
Well.... "hd" ???? "hd" is a increase of pixel use. But you gotta make a very detailed scale function to your game if you wonna make this work, and i would like to see you do this
Quote Originally Posted by lkdjnfoskjednfblksjdfn View Post
No... You can't actually do this. There is even a limit for all clients. You got to remember that you can't make something ingame having a larger x and y than your client. In my and vooolox's zombie server i tried to add a hd m4a1 but even with ScaleValue xml codes for items there is so many pixels that if you set the scalevalue to 0.0001 it will still be larger than your whole inventory. So making hd in rotmg is quiet impossible except if you remake the game.

And even tho, if it was possible i guess Ossimc84 and Slendergo would have done it on their zombie source. Sorry for mentioning yet again @Slendergo
dw its ok im fine :3 with it
32x32 sprites you say?
Better prepare those MLP sprites I've wanted to use.
A skin 32x32 is cool


Note: i don't made anything , it's @nilly (Except skin)
Make 128x128 skin
Quote Originally Posted by cxydsaewq View Post
You just need to add a sheet and a new "explaining file" with whatever x whatever size and change some things, Done
'

I didn't get that at all..

I really want to know how to do 32x32 and above because I can't find any sprite arts or gems to use as a projectile for the ruby quiver because most of the good ones aren't 16x16 or under.
Posts 16–30 of 31 · Page 2 of 3

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