.svg image's have a width/height in the data. So it might be set to 100x100 units in the vector image, and I tell it to render to 320x320 pixels in game. Or 10x10 pixels. Or squish it.
Using cairo+rsvg You can render as a pygame surface, from the .svg data. ( Trying to fully learn this myself, have it mostly working, but problem with color channels being swapped : http://stackoverflow.com/questions/10163870/wrong-color-channels-pygame-cairo-rsvg-drawing/10168809#10168809) Although, You can render from .svg directly to png, later to be loaded in game. Spriter *just* released a new beta: http://www.kickstarter.com/projects/539087245/spriter/posts On Fri, Apr 6, 2012 at 6:46 AM, Sam Bull <sam.hack...@sent.com> wrote: > On Thu, 2012-04-05 at 18:24 +0200, Santiago Romero wrote: > > How do you think I should be handling all this? > > One idea not mentioned, that I'm thinking about implementing, is to use > vector graphics. I'm presuming that when you import an svg file into a > game, it is turned into a standard bitmap. > But, I see no reason you can't scale it to the correct size for > whatever resolution is selected on the fly, before the code imports it > as a bitmap. This means you would always have a perfect full-resolution > image for any selected screen resolution. > > You would probably need to decide on an aspect ratio and stick with it > though, how you decide to adjust to different screen ratios is up to > you. > > -- Jake