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Title: Pixel Art Faux Pas? Post by: Bry on May 25, 2012, 10:38:30 PM I've never worked with pixel art before, but I'm considering it for my next project. I'm a bit intimidated by the idea, though, because there seems to be a number of proper techniques for integrating and handling the art that I'm not aware of.
A few questions come to mind right off the bat: 1. Is there a right or wrong way to scale the pixel art up? Does my fullscreen resolution have to be a multiple of the pixel art resolution? What if it's not? 2. Do you only use integers to position sprites? No floats? With Unity specifically I've noticed that the art gets slightly distorted if I change the camera's aspect ratio (some pixels become thinner than others). Is that a related problem? Please excuse my ignorance :) Title: Re: Pixel Art Faux Pas? Post by: BlueSweatshirt on May 25, 2012, 10:41:19 PM 1. Scale up by integers and you'll be good. When the aspect ratios don't match in fullscreen, letterbox.
2. Using floats internally won't hurt anything, just make sure you round them out to integers at some point, and to round them consistently. Title: Re: Pixel Art Faux Pas? Post by: JMickle on May 26, 2012, 01:48:11 AM Yeah I usually store the X and Y positions as Floats and just round them temporarily when rendering.
Title: Re: Pixel Art Faux Pas? Post by: J-Snake on May 27, 2012, 01:32:39 PM Unity is a 3D engine. You have to make sure orthographic projection is on, otherwise you will get aliasing problems even when not scaling anything. Whether you use integers or floats to store positions has no effect on this matter. Pixels are in discrete äquidistant integer-space, thus the pos will be mapped to the corresponding pixel and then the drawing begins. There are also tutorials about pixel-art, look it up.
Title: Re: Pixel Art Faux Pas? Post by: Bry on May 27, 2012, 02:46:10 PM Simple enough! Thank you for the quick replies :)
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