ID:167381
 
Basically the topic sums it up.
You dont. 32x32 is the only size for an icon.
In response to Daman3456
Aye.

What you can do is use overlays with pixel offsets to make it look like the icon is bigger.

To make an overlay with a pixel offset, create a temporary /obj, give it the appropriate icon/icon_state/dir/whatever, and set its pixel_x and/or pixel_y vars to appropriate values (look 'em up in the DM reference, or just experiment to see how it works). Then add the /obj to the overlay list of whatever you want to make look bigger. Here's an example:

 
mob/verb/give_me_a_halo()
var/obj/O = new /obj
O.icon = 'halo.dmi'
O.pixel_y = 32 // Visually move it up a tile (1 tile is 32 pixels high)
src.overlays += O
// We can delete the /obj now; the overlay will stick around anyway
del O
Thanks, i have another question also. How do i make the screen bigger when i'm playing my game? I know you can do it because i've played some BYOND games that had big screens.
In response to Dan13
ctrl+b
Or use the context menus.
In response to Scoobert
How do i get to the context menu? I looked in everyone of the drop down menus and didn't see it.
In response to Dan13
All you need to do is change world.view or client.view to a larger value... Changing world.view applies the new setting to the entire game, for everyone that will play it... Changing client.view only changes it for the player whose client.view you've changed...

If you want a larger view for the entire game and don't plan to change it on a per-player basis, then go with changing world.view (this one you set at compile-time by defining it in your code with the value you want)... If you want the player's views to change during the game (larger in some areas, and smaller in others, maybe), then you'll need to change client.view when those situations come up (this one you'll change at run-time, inside of procs)... You can get the same effect as using world.view if you change client.view in mob.Login() (the end result will be the same... all players will get the new view for the whole game)

These values have a default of 5 (well, world.view has a default of 5, and client.view is automatically set to equal world.view)... This is the normal BYOND screen size... The 5 means that the view extends in all 4 directions 5 tiles, not counting the center tile that the player is standing on (making a square screen that is 11 by 11 tiles total)

You can change this to a number from -1 to 10... (-1 will turn the map completely off) The maximum value of 10 will result in a 21 by 21 tile view square (ten in each direction, plus the center tile)

You can also use a format of "WxH" where W = width and H = height... If you do it this way, you can make rectangular views (instead of a perfect square)... Just set one of them higher than the other... For instance "5x11" will be a box that is 5 tiles wide, by 11 tiles high... It's best to use odd numbers for this method, so the player can be centered... The maximum value for either dimension is 21...

Anyways, that was probably confusing... The reference or guide might explain it a bit more clearly (just look up client.view, and world.view)
In response to Scoobert
Heh, I think he means code-wise...

If I'm right, we'd better explain this to Dan13:

Scoobert's answer is referring to the setting in Dream Seeker that you can change while a game is running... You can change the icon size that it displays (ctrl+B = Big, which is the default 32x32 size, ctrl+S = Small, which shrinks the icons down to 16x16, and ctrl+T = Text, which turns the map into text mode) The "context menu" he is taliing about is Layout->Icon Type-> which will let you select one of the three options...

But again, this is something you do in Dream Seeker, while a game is running, and not how you change the view for your players...
In response to SuperSaiyanGokuX
So i put world.view(10) in the Login() section?
When i do that i get TEST WORLD.dm:38:error;world.view:bad proc.
In response to Dan13
Nope... If you're using client.view, you change it in the Login() proc... If you're using world.view, you need to do it like you would set a mob var, only under "world" instead of "mob"...

And you don't use them like you'd use the view() proc... You set it equal to a number, like "view = 5"

world
view = 10

mob
var
HP = 50
Login()
blah
..()
etc
In response to SuperSaiyanGokuX
awesome, the only problem now is the map starts off really small then when i hit crtl + b it gets big.
In response to Dan13
Yeah, BYOND tries to make everything fit according to your monitor resolution, and sometimes, if the view is set too high, it automatically changes the icons to small mode to make them fit (even if they would still work in big mode)

I don't think that there's currently any way to force it to start with big mode, so you're probably stuck with changing it manually when you run the game...
In response to SuperSaiyanGokuX
ok thx