ID:177705
 
Is there a way to Make your character graphics larger than 32 x 32???? and the rest of your graphics...
Yes use .bmp or .png files, or there are multi-tiled libs out there.
yes there's a way, just not with the graphics, I'll give you a way to do it.

let's make a 32x64 pixel mob.

Make a lower and upper tile for your mob, name the bottom ******lower (****** is the main name.) and the top ******upper.

Now, to make the mob a multi-tile, is the harder part (unless you are a crap graphics artist).

make an object called moboverlay, and make it's icon and state '******.dmi' and "******upper", next change it's layer = MOB_LAYER+4, then density should be 0, and opacity should be 0. It sould look like this:

obj
moboverlay
icon = '******.dni'
icon_state = "******upper"
layer = MOB_LAYER+4
density = 0
opacity = 0

Next, to set up your mob... all you gotta do is set their icon to the lower version...

mob
icon = '******.dmi'
icon_state = "******lower"

NOW comes the tricky part, which... isn't so tricky... YOu need to assign the moboverlay object to the mob's overlay. under mob/New() set this up:

mob
New()
var/obj/moboverlay/O = new/obj/moboverlay
O.pixel_y = 32
src.overlays += O
..()

Now then, this should make it so that the object IS a part of the mob, and clicking on it will still affect the mob/Click(), but won't affect anything having to do with the mob's loc var, so that verbs won't be expanded onto being in oview(X) of the top, the bottom is the only actual object, this in my opinion is the best way to make multi-tiled mobs, as a matter of fact, I created a 3-square by 5 square mob with 12 different body parts, aall of them being different objects, and could manage it with ease. If you exhibit some creativity, you can change this to deal with wide mobs as well... however, you don't want to use overlays for wide mobs...
In response to DBZ Kidd
that won't work buddy, .bmp files will split up into multiple peices, or display a thumbnail. I have tried it, and it doesn't work.