Sprite Size Problem
Sprite Size Problem
Hi
I have been lurking for a long long time, and I usually find all the answers to my problems by searching, but this one is so frustrating and I haven't been able to find an answer anywhere, so I made an account to ask.
So I started up a new game the other day and made some test sprites at about the size I wanted them to be. Now I started it up on the default game size (800x600 or something similar I think) and of course the sprites were way too big, which is understandable. So once I re-figured out how to change the size of my game window to 1920x1080, I tried it again with the same sprites. I figured the sprites at their full size might still be a tad too big, but I could always resize the actual image itself until I found a good balance, so it would be cool.
Here is where the problem arose: the sprites aren't showing at full size at all now. The game is resizing them so that now they are actually too SMALL! I never told it to resize anything, and it doesn't seem to be going along with the aspect ratio or anything (like it's not trying to fit the sprite exactly to the size of the window; there's plenty of extra space between the top of the sprite and the top of the window), it's just chosen this arbitrary size. No matter what I try, the game refuses to use the full size of the image that I drew.
I just want Ren'Py to use the default image size because I find it easier to just resize the images if I have a problem instead of fancy codes. Maybe later I will want to have them scale up if it's fullscreen, but honestly the screen is big enough already that I don't even know if I would bother with that.
So could anyone help me fix this?
[Sidenote] Also, is there a way that I can "push" a character down some (I have a sprite that is showing down to the knees, but I may want it to only show to her waist) Does that make sense?
Thank you!
I have been lurking for a long long time, and I usually find all the answers to my problems by searching, but this one is so frustrating and I haven't been able to find an answer anywhere, so I made an account to ask.
So I started up a new game the other day and made some test sprites at about the size I wanted them to be. Now I started it up on the default game size (800x600 or something similar I think) and of course the sprites were way too big, which is understandable. So once I re-figured out how to change the size of my game window to 1920x1080, I tried it again with the same sprites. I figured the sprites at their full size might still be a tad too big, but I could always resize the actual image itself until I found a good balance, so it would be cool.
Here is where the problem arose: the sprites aren't showing at full size at all now. The game is resizing them so that now they are actually too SMALL! I never told it to resize anything, and it doesn't seem to be going along with the aspect ratio or anything (like it's not trying to fit the sprite exactly to the size of the window; there's plenty of extra space between the top of the sprite and the top of the window), it's just chosen this arbitrary size. No matter what I try, the game refuses to use the full size of the image that I drew.
I just want Ren'Py to use the default image size because I find it easier to just resize the images if I have a problem instead of fancy codes. Maybe later I will want to have them scale up if it's fullscreen, but honestly the screen is big enough already that I don't even know if I would bother with that.
So could anyone help me fix this?
[Sidenote] Also, is there a way that I can "push" a character down some (I have a sprite that is showing down to the knees, but I may want it to only show to her waist) Does that make sense?
Thank you!
- Asceai
- Eileen-Class Veteran
- Posts: 1258
- Joined: Fri Sep 21, 2007 7:13 am
- Projects: a battle engine
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Re: Sprite Size Problem
Ren'Py doesn't resize anything if you don't tell it to. Upload one of the images you are trying to display and a screenshot of Ren'Py displaying that image.
In answer to your sidenote, yes, you can do something like this:
which will place the bottom of the image half of the screen height below the bottom of the screen. Once you work out values you lik, you should put them in a transform for easy reuse.
In answer to your sidenote, yes, you can do something like this:
Code: Select all
show girl:
yanchor 1.0
ypos 1.5Re: Sprite Size Problem
Thank you for that.Asceai wrote:Ren'Py doesn't resize anything if you don't tell it to. Upload one of the images you are trying to display and a screenshot of Ren'Py displaying that image.
In answer to your sidenote, yes, you can do something like this:which will place the bottom of the image half of the screen height below the bottom of the screen. Once you work out values you lik, you should put them in a transform for easy reuse.Code: Select all
show girl: yanchor 1.0 ypos 1.5
Unfortunately, even after I made an entirely fresh game I am still having this issue. The only thing I changed in Options was the window size and I copy/pasted the image and character definitions in the script. It still looks exactly the same, less than half the size of the full sized image.
I show a comparison here:

I really don't feel like I should have to write something to enlarge it because it should just be default, but if that is the case, how can I go about that fairly simply?
Re: Sprite Size Problem
That screenshot is meaningless. How large is your image in pixels?
- Asceai
- Eileen-Class Veteran
- Posts: 1258
- Joined: Fri Sep 21, 2007 7:13 am
- Projects: a battle engine
- Contact:
Re: Sprite Size Problem
It's not entirely meaningless, but when I ask for a screenshot and the image, I really want the originals, because it's a pain to work things out this way.
It's okay, though, because I can see what the problem is.
The girl's head in the original image (from the top of her head to the bottom of her chin) is 190 pixels. I'm using this as reference because the entire image isn't shown. In the renpy screenshot, her head is 117 pixels, so we're seeing it reduced to about 61% of its original size.
The renpy screenshot is vertically 666 pixels tall. You set the resolution to 1920x1080. This means the ren'py window is itself scaled to... about 61% of its original size.
So yes, the image will appear the same size in ren'py as in your original if the 1920x1080 window is shown at full size (e.g. in fullscreen mode on a 1920x1080 monitor). However, you are displaying it windowed and it was scaled by ren'py to fit on your screen. To show a 1920x1080 window without it being scaled down requires an unusually high monitor resolution, which you probably don't have.
Might I suggest 1280x720? It's a nice in-between- typically small enough to be windowed at full size on most displays, but not too pixelly when fullscreened.
The second half of my post here goes into ren'py automatic resizing of the display. It's not a bad thing- it means you'll be able to have a 1920x1080 game that looks beautiful when fullscreened but also runs just fine windowed or on displays smaller than 1920x1080. It can be a pain to develop your game that way, though, because normally you want stuff to look the same in your paint program and on your screen.
It's okay, though, because I can see what the problem is.
The girl's head in the original image (from the top of her head to the bottom of her chin) is 190 pixels. I'm using this as reference because the entire image isn't shown. In the renpy screenshot, her head is 117 pixels, so we're seeing it reduced to about 61% of its original size.
The renpy screenshot is vertically 666 pixels tall. You set the resolution to 1920x1080. This means the ren'py window is itself scaled to... about 61% of its original size.
So yes, the image will appear the same size in ren'py as in your original if the 1920x1080 window is shown at full size (e.g. in fullscreen mode on a 1920x1080 monitor). However, you are displaying it windowed and it was scaled by ren'py to fit on your screen. To show a 1920x1080 window without it being scaled down requires an unusually high monitor resolution, which you probably don't have.
Might I suggest 1280x720? It's a nice in-between- typically small enough to be windowed at full size on most displays, but not too pixelly when fullscreened.
The second half of my post here goes into ren'py automatic resizing of the display. It's not a bad thing- it means you'll be able to have a 1920x1080 game that looks beautiful when fullscreened but also runs just fine windowed or on displays smaller than 1920x1080. It can be a pain to develop your game that way, though, because normally you want stuff to look the same in your paint program and on your screen.
Re: Sprite Size Problem
The change in resolution is exactly what was needed! I was a little confused by your response for a minute, but I think I understand now. The size I had before was too big to be shown normally, so it was automatically scaled down, which affected my images, too. With the 1280x720 the windows looks to be a similar size, but it's not being scaled so the images aren't scaled (or at least not very much to be noticeable). Now it looks much better, and I can work with this.Asceai wrote:It's not entirely meaningless, but when I ask for a screenshot and the image, I really want the originals, because it's a pain to work things out this way.
It's okay, though, because I can see what the problem is.
The girl's head in the original image (from the top of her head to the bottom of her chin) is 190 pixels. I'm using this as reference because the entire image isn't shown. In the renpy screenshot, her head is 117 pixels, so we're seeing it reduced to about 61% of its original size.
The renpy screenshot is vertically 666 pixels tall. You set the resolution to 1920x1080. This means the ren'py window is itself scaled to... about 61% of its original size.
So yes, the image will appear the same size in ren'py as in your original if the 1920x1080 window is shown at full size (e.g. in fullscreen mode on a 1920x1080 monitor). However, you are displaying it windowed and it was scaled by ren'py to fit on your screen. To show a 1920x1080 window without it being scaled down requires an unusually high monitor resolution, which you probably don't have.
Might I suggest 1280x720? It's a nice in-between- typically small enough to be windowed at full size on most displays, but not too pixelly when fullscreened.
The second half of my post here goes into ren'py automatic resizing of the display. It's not a bad thing- it means you'll be able to have a 1920x1080 game that looks beautiful when fullscreened but also runs just fine windowed or on displays smaller than 1920x1080. It can be a pain to develop your game that way, though, because normally you want stuff to look the same in your paint program and on your screen.
Thank you very much! That had been bugging me all day. It is always the simple things...
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