11/20/2023 0 Comments Texturepacker distorted(To play it safe, don't go larger than 2048x2048. If you're using Unity, it honestly doesn't matter what size your sprite sheets are or how many you are using, as long as you keep them in a reasonable size. They are better on performance some of the time, but computers are extremely fast. SpriteSheet's aren't these amazing performance-savy inventions like people think. While I can't speak for mobile development and only speak for PC users. I do know how to force Unity to color something with C# script, but not how to let you choose from a palette or a colorscale like Photoshop ones.Ībout this topic I'd appreciate if you point me in the right direction.Ĭlick to expand.Are you targeting mobile devices? Some mobile devices are limited to textures of a max size 1024x1024 while the more advanced ones can go up to 2048x2048 or larger (like the PC). I mean, I can color my sprites with greyscales instead of the " original colors" I've planned, but I've no clue on how to let the player pick his own colors then. I've seen how Unity' staff dealt with a health bar's changing color ( if I'm correct, they had a grey bar and then forced Unity to color it), should I do the same? I'd like to let the player customize his own avatar colors. What about different monitors size and resolutions? How much can they influence the game?Īnother thing, even if this is more of a question rather than something to discuss about. What size would you suggest to use for one single character sprite? I wonder if the Atlas size ( I mean its file's weight and the sprites that will derive from it) will be a problem for Unity and the eventual performances of the game. Once all the drawings would be ready, I'd make an Atlas of them and give it to Unity. When I'll get rid of the empty outline ( making it 100% transparent) I think my character will have a reasonable size. My idea is to increase to 100 dpi the scan, and then to keep the size appropriate to that resolution ( which is 848 x 1.169). ![]() Of course that is the size of the whole sheet, the character I've drawn will be smaller ( this is not pixel art though). Right now I scan my drawings at 75 dpi and images are 635 x 876 pixels but, to keep things smooth, I reduce them to 424 x 584 pixels. Okay so, I'm doing some traditional animation on A4 sheets. ![]() ![]() I'd like to discuss with you some of my doubts concerning sprites, and I'd really appreciate any opinion and tip you may share with me because I'm very ignorant on this subject.įirst of all, let me say that this is the first time I try to put sprites together using the new Unity tools ( the 2d ones) and yes, I'm a self-taught-newbie.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |