I noticed when I just downloaded any gif or png image from the internet with sprite size 32 x 32 or 48 x 48 and when I import it into AGS it comes soooo huge, that it fills the screen and I needed to go like 8 x 4 or something for it to appear normally as a human being walking for example.
So I just wanted to know what is the proper template for human size, objects or items of different sizes, or even if I wanted to have a sprite of a robot how do I know the proper size width x height to look correctly in the screen?
Thanks in advance.
AGS has a property of "game resolution", it's on top of the General Settings. This "game resolution" defines the size of the game view, so to speak, and all sprites will be drawn in that resolution.
For instance, if game resolution is 320x200, then 48 x 48 sprite will occupy about 1/4 of the game's height.
But when the game is run in a window, it also may scale to that window. E.g. if your game is 320x200 and your desktop is 1920x1080, then whole game may be scaled x6 and look 6 times bigger, obviously. This scaling is controlled by the game config, which also may be changed by players to their preference when they run your game.
Now, when you say that imported sprites become too big, I cannot really tell what do you mean exactly, I only have some guesses of what could happen, so it would be best if you elaborate on the situation. What are your game settings, do these sprites appear big in the editor when you preview them or when running the game, do your walkable areas apply any scaling to characters, and so on: there are several things that may affect visual representation. Perhaps you could post a link to a sprite, and then a screenshot of how that looks in your game to illustrate the case?
Something like this (https://img.itch.zone/aW1nLzQyMzIzMzcuZ2lm/315x250%23cm/QhgIw4.gif)
So, how do they look in game; do they appear too big compared to the screen, or to other things? Could you show the screenshot of a problem?
I see now! Now I get it. The resolution in my game is 320 x 200, and this makes sense that the sprites need to be smaller on a 320 x 200. OK. here is what I will do, I will write down the story on paper first, write down the characters and visual on words what it would look like, write the puzzles on paper, what items I need and get the artist to draw them on a 320 x 200 resolution. I like this resolution a lot.
Thank you so much for everything, I get it.
As a side note, I would recommend using 320x180 resolution these days for low-res games, because it scales perfectly up to 720p, 1080p and 1440p (for example, 180 x 6 time zoom = 1080). This allows for pixel perfect upscaling for most common resolutions without the distortion of the art.
It comes down to personal preference of course, 200 gives some extra screen space and can be better to emulate the style of old classics.
My sprites are always "too big" so I can scale them as I want.
Then I use scaling property in the Walkable areas.