I think it can actually be a pretty good idea to have sprites that are a bit bigger than you need - although maybe not that big. You can always scale them down for the game - even do it in the code by using im.Scale - and then you'll also have the option of zooming in and making them bigger if you want to take advantage of that for little animations or for really focusing on one character's face during an important scene or something.
I tend to shrink them down a little bit, but I find a good minimum size is 3840x2160. That in mind, I tend to use very simplified backgrounds with that have a limited range of colors, so they're able to remain pretty small in terms of file size overall (which is pretty important with my projects, as they're all browser Twine games) ^w^
Both options (bigger sprites that are shrinked down and already perfect sized sprites) have positiv and negativ aspects that have already been mentioned in this thread. I personally like to make my sprites a little bigger and just shrink them down because I like having more details in them. I also think that it matters if your sprites are overall detailed or not. Why making a sprite big if the design is really simpel without any complicated details? And don't handicap yourself trying to make a super detailed spirit in a small format. That also goes with coloring, soft-shadng is a little bit difficult to pull off on a smaller canvas than cell shading. Most people play VN on their computers/laptops or phones, nothing big like a TV, so minor quality drops won't really be noticable I think.
Imperf3kt wrote: ↑Tue Jun 08, 2021 11:08 pm
Bear in mind that scaling will degrade the quality of your image and destroys fine details when scaling down, ruining your image.
Opinion on this?
She's on a 6k h canvas and I'm currently thinking making her 3k h...