01-31-2015, 10:32 AM
You know, that scaling technique, and working within the old pixels rules for that old revamp thing is actually extremely useful for making hi-res/HD versions of sprites. It ensures you keep the same general proportions as the original, while also adding more detail.
I took that updated version of Koh's old sprite and did a lil test.
You pick the dimension that matters, which in this case was Height, and try to match up to the scaled vertical dimension while you work on fixing it up. The dimension that doesn't matter, in this case width, is free to either stay where it is, or be shrunken. In this case, it was shrunken by a pixel on both sides to make him less fat and more tall.
With this setup, not only are the sprites hi-ressed, but they also stay within the collision boxes of the original. Man! If I had known this years ago when I was actually working on the 2012 version of World of Chaos, it'd have saved me a lot of time and made this whole thing so much easier xD.
I took that updated version of Koh's old sprite and did a lil test.
You pick the dimension that matters, which in this case was Height, and try to match up to the scaled vertical dimension while you work on fixing it up. The dimension that doesn't matter, in this case width, is free to either stay where it is, or be shrunken. In this case, it was shrunken by a pixel on both sides to make him less fat and more tall.
With this setup, not only are the sprites hi-ressed, but they also stay within the collision boxes of the original. Man! If I had known this years ago when I was actually working on the 2012 version of World of Chaos, it'd have saved me a lot of time and made this whole thing so much easier xD.