The Godot Q&A is currently undergoing maintenance!

Your ability to ask and answer questions is temporarily disabled. You can browse existing threads in read-only mode.

We are working on bringing this community platform back to its full functionality, stay tuned for updates. | Twitter

0 votes


I'm currently doing the art for an isometric game for desktops. Since the assets are pre-rendered and not pixel-art, I'd like to have them in higher resolution.
For example: If I render my tiles in 256x256 there are already some details lost, so I'd like to have them in 512x512. Would that cause the tilemaps getting to big?

And how should I do animated sprites?
For example: I rendered a spritesheet which contains a character walk cycle (25 frames, 8 directions) in 256x256(again I'd rather like to use 512x512). This spritesheet contains only 1 animation and is already 6400x2048. Seems pretty big to me. What size should a spritesheet be at maximum? 4096x4096?

Is there a way to handle this big sprites and tiles or do I have to use smaller images and live with the lost detail?

in Engine by (18 points)

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.