How to fix sprite scaling issues

I just added a 64x64 sprite object in my game and for some reason it’s super , super big like it covers the entire map.
For comparision , the player sprite is 16x16 and in game this new sprite is like 50 times bigger than that. Why is it happening and how can I fix it


This is the 64x64 sprite that I’ve added

which program do you use for drawing?

It was made in aesprite

Instead of shadowA

You can use

ObjectName.X() + ObjectName.Width()/2
ObjectName.BoundingBoxBottom()

It sounds to me like you place your this new sprite on layer on which zoom is either ultra big or you are changing size of that sprite via events

It seems that your export from aseprite isnt 64x64 for some reason.

You can see that the center point is at 240x240 meaning that your image is at least 480x,470. The points editor only shows the real size of the imported asset, it doesn’t reflect any scaling in your events or scene.

Solution:

Use the Size action for when this object appears and set the X and Y lengths to 64.

Another possible solution would require a lot more effort (too much), but you could go into the Properties screen, click on Advanced Options, and you will see a scaling factor number.

You can then insert a number and the object’s default size will multiply by this number. If you put in 2, it will multiply by 2. If you put in 0.5, it will multiply by 0.5 (equivalent to dividing by 2). You would want to test decimal numbers until you get the object to the right size.

I would not recommend the second way as it is very difficult to get right.

The number you would need if your sprite appears to be 480x480 would need to be 64/480 which is 1.3333333333333333333333333333333333333333333333333333333333333333333333333 forever which you cannot do so don’t please

I meant 0.13333333333333333333333333333

The sprite can be edited in Piskel.

Yeah it turns out the sprite was actually the issue , I exported it properly and now it’s working thanks everyone