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Spine2d save sprites per animation
Spine2d save sprites per animation










spine2d save sprites per animation

Each cell is 32 x 32 pixel in size (of course you can go with different sizes but the good rule of thumb is to stick to sizes that are to the power of 2).There are several characteristics of the game that I had to take into consideration: What I wanted to achieve for my latest project is the crisp, pixel-perfect graphics on a whole spectrum of devices with different resolutions.

spine2d save sprites per animation

That being said, I will present you my particular case scenario and workflow that worked best for me. Also, for the purpose of this tutorial I don’t consider having any physics engine. I don’t claim that what I present here will work for you as you may have to experiment a bit with your artwork. Setting up the principles for pixel-perfect graphicsĪ little disclaimer before you continue on reading. Adjusting the scaling factor for different resolutionsġ.Solving the clashing issue with Cinemachine add on (Optional).Setting the camera for pixel-perfect graphics.Setting up the principles for pixel-perfect graphics.In this tutorial I’ll share my experience and present my solution to this problem based on a real case scenario. In a nutshell, even if you follow the strategies outlined by others you still may end up with poor results on different resolutions. During my searches I came across many forum posts coming from people confused about PPU (Pixel per unit), reference resolutions, frame cropping and the list goes on. There are already a lot of tutorials on the topic out there so why bother writing another one? The matter of fact is, there is no silver bullet to solve this issue. If you are an indie developer making a retro style game using pixel art, you definitely want to maintain pixel-perfect graphics across a wide range of resolutions.












Spine2d save sprites per animation