Sprite Size flaws
At some sizes (start and finish) the scaler leaves bad results like transparency where there was none before. (Unfortunately I don't recall any specific sizes that had this problem...)
To avoid this problem, don't map from source pixel to destination pixel but do the reverse. That way you always get full coverage.
Hi @troutsneeze, we have to do some tests, I think if the sprite is merged with a background (one layer starting at 0,0), resizing it might not be an issue, but if there are some transparent layers (cels/layers with a specific position) that can be problematic (because the position of the cel/layer is scaled too).
It's something to investigate a little more and see if we can find some easy to reproduce case.
In my case I was resizing a 1 layer rectangle with no transparent pixels. The result was at least 1 column of transparent pixels on the left after resizing. Maybe this issue is fixed in the most recent version though.
We have an user that reported a Sprite Size issue in the following internal ticket: https://igarastudio.zendesk.com/agent/tickets/6397
To reproduce it:
- Create or open a 62x56 sprite. This sprite must have a 1px border along all the sprite's sides, and each logical pixel must be 6x6 physical pixels.
- Go to Sprite > Canvas Size...
- Reduce canvas by 1 pixel on each side (Left = Top = Right = Bottom = -1) make sure "Trim content outside the canvas" is not checked. Press OK. The sprite is 60x54 now.
- Go to Sprite > Sprite Size...
- Type
/6on the width field (make sure lock ratio is checked), thus the result would down scale to 10x9. Press OK.
Then the resulting sprite looks like displaced 1 pixel to the right and 1 pixel to the bottom.
To avoid this, in step 3, you can check the "Trim content outside the canvas" checkbox and get the expected result.