SakeTami
himecut
himecut

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Development progress 03/05/23

Hey ( ˙▿˙ )/

So I've been spending whole week importing sprites and fixing problems that will pop up one after another. Unity pixel art implementations fucking with me, aseprite exporting fucking with me, sprites will drift, overlap in a wrong way, some pixels will be missing etc.



Hopefully most of it fixed (aside from few glaring issues, where i need to learn new tech to deal with). And about 80% is imported. And if I'm gonna draw future sprites properly, even if that will take a bit more time and focus, it will cut importing time about tenfold 

I've learned making my first game, that it's better to settle as much technical stuff as possible at the beginning, so you don't have to change half of your project when it's almost done lol. So im doing just that mostly.
Should have tried to import sprites right when I got couple first frames, but was to lazy to do anything but drawing :^) oh well, it is what it is.

Also next week i have to graduate, so I'll have stuff like final year project defense (and repetition), have to make presentation, some other bullshit probably. Hopefully it won't take too much time :3

I'm glad I've been able to work on game more lately, hope to keep it that way (not glad that i have to fix shit most of that time tho :3)

Have a nice week!  

Comments

Depends on ppu, but most likely ye, getting rid of odd width/height fixed this on 100 ppu for me. And i didn't even encounter such problems working on Hima for some reason lol

HimeCut

Thanks for explaining! I'm still working on assets for my own project and although my desired mechanics are simple in my mind, I've yet to begin learning about Unity, so hearing your process and pitfalls are helpful in preparing me mentally. By your explanation, if the resolution was 66x32, would the problem also be solved?

SNES

With if you have ppu like 32 or 64 any 2^n will be fine usually. Problems are with weird resolutions like 65x32. Since it is expected to have 64 pixels in 1 meter, 65th pixel might be squished if it's tried to render on the edge. With ppu 1:1 1 pixel occupies 1 meter, so there is no edges to worry about. Hope that makes sense, i don't understand everything completely myself :p *accidentally deleted previous reply 0.0

HimeCut

I see I see... so for example, if your sprite canvas/resolution was 32 : 64, or 64 : 128, would increasing the width and making the canvas/resolution 64 : 64 or 128:128 instead fix it? Just by adding that invisible space?

SNES

I wonder that myself lol. From what I understand with pixel per unit values other than 1:1, with some sprite resolutions some pixels will be lost (basically odd width/height bad) I just set ppu to 1:1 (1 pixel = 1 meter basically). Apparently unity physics won't work properly with it, but i won't use any so it's fine. But if you need physics for your game, gotta be extra careful with sprites

HimeCut

I wonder why pixels are disappearing?

SNES


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