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64x64 Sprites

Rob Nelson requested to merge 64x64 into Bleeding-Edge

Created by: clusterfack

A joint project between @PJB3005 and myself.

It seems @tgstation will be attempting this venture as well: https://github.com/tgstation/tgstation/pull/19566

What is 64x64? At its core this means we are doubling the resolution of the ingame tile. This means that any sprite with double the resolution will take up the same number of tiles.

How does 64x64 work? This PR does the following:

  • Using a script, doubles the resolution of all 32x32 sprites in the game using nearest neighbor interpolation
  • Using a script, doubles the pixel offset of all map based entities to account for the new tile size
  • Using a define, doubles the pixel offset of all code based pixel offsets
  • Using a define, doubles the pixel offset of all screen locs
  • Doubles the values of contextual click parameters, without a define
  • Increases the offset and width values of maptext
  • Increases the font size of maptext

Why 64x64? Why this PR? To be clear, in its current form the game looks identical to what we have right now, that is the exact goal of this PR specifically, to replicate the current game but with double the resolution.

64x64 will allow us to reach a new level of detail not seen before in the game, and some areas of the game sorely need it (human icons). But the new level of detail possible simply cannot be understated.

Whats the long term goal of 64x64? The long term goal is to gradually update whole groups of sprites to give them a higher level of detail. These groups would look something like

  • Turfs/walls
  • Human mobs
  • SImple animals
  • Machines
  • Computers

By updating them as a group I am confident we can minimize the effect of "mixels" on making the style consistent.

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