Open Level0gamedev opened 5 years ago
Do you mean hardware sprites? Those can only be 8x8 or 8x16 (taller than wide), that's how the hardware works.
Even if we could only have 8x8 or 16x16: it would still be a nice option to have.
@ISSOtm I'm assuming they meant "sprites" as defined by the documentation, where a single "sprite" frame is 16x16.
I would like to see more variance in sprite sizes. I personally don't need nine different actors on screen at once, so I'd be happy to trade graphics memory for taller actors (24x16 or 32x16)... although that said, I also wouldn't need all my sprites to share that same height - only a select few.
If there was some way to determine how much sprite memory is being used in a scene, based on the 8x8 (or 8x16) tiles that have been loaded, that could offer a greater amount of graphical flexibility for users. I imagine it wouldn't be difficult to convey to users that larger sprites = greater memory usage, and to encourage designing around these limits appropriately.
Any news on this?
Having access to the basic 8x8 sprites would be very helpful. I've been experimenting with the 2.0 beta's support for point and click scenes, and tried to use sprites to add some tiny color details to the background, but quickly ran out of sprites.
I think maybe it will be possible in gba only not in gbc which may allow only 8*8
As gb works on 8x8 graphics chunks it would be beneficial to allow different sprite sizes (8x8, 8x16, 16x8). It would definitely help with memory concerns for sprite heavy games and allow for more artistic expression.