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Hi Fun for all, Yes, I supply all my sprites larger than what is normally used for games.  People use them for cartoon animations not just games so it's important that there is a decent amount of resolution in them.   It's easy to downscale a large image but it's impossible to upscale without quality loss so I try to place size somewhere in between. 

Normally when downscaling you shouldn't lose quality. Have you checked the compression settings on your downscaling, what are the final pixel dimensions from a 15 percent downscale.?  if you're trying to create a sprite that's 32 pixels by 32 pixels I'm afraid you may have to go with pixels art sprites. That being said this sprite is vector art so you should maintain a decent amount of quality either which way you resize.


Are you downscaling the frames or are you using the included spriter file to reexport or resize the rigged puppet? If you're using Spriter make sure you have  image smoothing switched on. 

I made a tool on my site to batch reduce lots of images. You can stuff all the frames into that and it will output the originals without compression.  

https://www.gamedeveloperstudio.com/tools/bulk_image_resizer.php


i use photoshop. if i use preserve hard edges its all a messy so i need to use nearest neighbour and then do extensive editing as some pixels are semi transparant.

Your program is the same with semi transparant pixels

here is a zoomed in screenshot example of using your program once sprites were 15%

Ok, I did a test to see what 15% of original size represents in real world pixels. I took the frame sizes 0f 867px by 694 and reduced it to 15% of that size. This makes a sprite  just 72 pixels high.  At 72 pixels high this is precisely what you would expect.  I think with the heavy amount of reduction you applied it turned out rather well considering. 

 You won't ever be able to reduce an image by so much and maintain it's original resolution  it doesn;t matter what program you use. If you reduce an image to 72 pixels  you get precisely 72 pixels of information.  All the original information of the high resolution format has to be striped out and turned into a representation in just 72 pixels. Imagine if we reduce it to a 10px by 10 px image? It would be impossible, you  just couldn't build a detailed representation of this sprite in 10x10 pixels.  

I think you either need to find the lowest possible limit to get the resolution you want, perhaps 30% or if it's essential to render sprites so  small then perhaps look into a pure pixel art route.