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How do I scale SkullGirls sprites to be lower resolution without antialias? (Read 1977 times)

Started by Trinitronity, February 12, 2014, 09:35:58 pm
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Re: How do I scale SkullGirls sprites to be lower resolution without antialias?
#41  March 23, 2014, 01:55:30 pm
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Wish I would have seen this earlier. Which character are you trying to resize?

Indexing your colors can get tricky because you want to choose which colors to keep and which ones to get ride of. It will look bad if you just leave it up to a program to limit the colors.
Re: How do I scale SkullGirls sprites to be lower resolution without antialias?
#42  March 29, 2014, 07:32:26 pm
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Wish I would have seen this earlier. Which character are you trying to resize?

Indexing your colors can get tricky because you want to choose which colors to keep and which ones to get ride of. It will look bad if you just leave it up to a program to limit the colors.
Well, I originally wanted to do one of my favorite characters I could theoretically code right away (Peacock, Big Band and Squigly, because Fortune and her head system will give me headaches), but because of optional animation standards, I'm forced to do Cerebella first (ugh, a grappler, I'm not feeling very comfortable with them and their 360 degree inputs). But like I said, I don't need to resize them anymore. I just try to index the sprites now without the resizing, so Localcoord could then later do the needed job.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
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