Programming in Godot?

Hey hey guys, I have a problem with godot 4.3

I want my asset to be the size of the specified grid. I've already noticed that I can change the grid so that it's as large as my asset, but I don't want to change the grid itself; I want to change the asset so that it's smaller and fits into the 16×16 grid. By the way, the asset is 64×64 pixels; I made it in Aseprite.

So does anyone know how to do this?

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TheStalker64
2 months ago

Foreway: no idea of Godot, but So you want to throw a 64×64 pixel asset into a 16×16 pixel grid? That’s not logical. You must then inevitably lose data. You can, for example Use a program that reduces the resolution of images. But then the asset doesn’t look the same anymore, but rather silly. The best option you would have to enlarge the grid. You can make the grid smaller.

Do you understand what I mean? If you know Minecraft:

You cannot write 64×64 blocks into a 16×16 chunk. Then you need to think out what block you take, or put 4 blocks together to a block and then color the block that fits best with the 4 mixed blocks

TheStalker64
2 months ago
Reply to  nicigamesyay

So I hardly know Godot, but:

Let’s say you have a Minecraft block. You make the grid 16×16 and the grid is one side from the block, then you can make maximum a texture of 16×16 on this block.

But if you do the grid 64×64 and pack it on the same block, then the grid is finer and bidder more resolution, with the same size in the game

TheStalker64
2 months ago

Scaling is small, but you lose data. Scaling is easier. However, it must best be a 4x of the resolution, then a pixel becomes 2×2 pixels. Otherwise it goes back to the interpolation etc.

But yes, better make the grid bigger and then have more resolution on entity