Linked Questions

1
vote
0answers
71 views

2D pixels change size when scrolling [duplicate]

I'm working on a 2D side-scroller, OpenGL, pixel art. And I'm having trouble getting the pixels to remain square when scrolling the camera. By that I mean, when scrolling the camera at low speed when ...
13
votes
3answers
3k views

How do I move the camera in full pixel intervals?

Basically I want to stop the camera from moving in subpixels, as I think this leads to sprites visibly changing their dimensions if just ever so slightly. (Is there a better term for that?) Note that ...
12
votes
2answers
8k views

Scaling my pixel art platformer from 720p to 1080p

I'm developing a pixel art 2D platformer for PC and smartphone, but I'm stuck on a technical issue. I chose to have a 32x32 tile resolution, and a 64x64 character sprite resolution. The levels are ...
8
votes
1answer
13k views

Understanding pixel art in Unity 2d

I am struggling to understand the basics behind pixel art in Unity. I understand what a unit is, and that if I draw my sprite with 16x16 pixels, I should set PPU to 16. Take stardew valley for ...
10
votes
1answer
3k views

Confusion about Sprite Size in World Space (Unity)

I have a Sprite with 1080x1920 resolution. And I set the Game View Resolution also to 1080x1920. What I was thinking is that the sprite (1080x1920) should fit correctly within the Camera View. But ...
5
votes
1answer
18k views

What sprite size should I use for 2D game?

I try to create a 2D game for Android. It looks like Cut the rope (it isn't a clone but it have same level representation) if it has a value. My problem that I can't understand that optimal sprite ...
6
votes
5answers
6k views

Unity pixel art distorted sprites

I have a problem rendering my pixel art sprites properly in Unity. So far I have one character in a sprite-sheet I made, with frames of size 64x64. The actual sprite is roughly 32x32 but I left room ...
0
votes
1answer
2k views

Strange warping/shimmering effect with Unity Tilemap and Cinemachine

I'm using a Cinemachine Virtual Camera in a 2D project to follow around a target. The ground / background is a Unity Tilemap GameObject. As you can see in the gif above (or on Imgur), when following ...
2
votes
1answer
399 views

Unity – How to keep sprites sharp and crisp, even while rotating

How can I maintain crisp, sharp edges on sprites, while avoiding the aliasing caused by rotation? None of the things I've tried produce a pixel-perfect non-rotated block, while allowing rotation ...
3
votes
2answers
244 views

How to do 1.5x scaling for pixel art where only one dimension has to scale?

I'm working on a point and click adventure game where the top third of the screen is a 16:3 single piece background with sprites on top. The width has to be edge to edge. It can't be cropped because ...
0
votes
1answer
224 views

Hard edges with non power of 2 images in OpenGL

When down scaling 2D images in Java2D, it does a great job at preserving hard edges while downscaling to non power of 2s. However, in OpenGL, I have been unable to find a solution to this. I have ...
1
vote
1answer
225 views

Textures drawn with visible missing lines of pixels

I am making a game in monogame and have encountered the following problem: The black arrows mark the places where the rendering is "off". As you can see the gray lines aren't "flush" or "smooth". ...
0
votes
1answer
177 views

Draw a grid of tiles

I've made a tiledrawer, which takes a list of sprites, and then randomly picks one of those sprites, and draws it in a 2D grid. This works, but I have a feeling I'm not doing it the right way. When ...
0
votes
1answer
78 views

Screen size independent movements

I am developing a simple game for Android. It is a really simple game, with only one object - a ball. I am using the game loop based on delta time. However I have noticed that my game runs not in ...
0
votes
1answer
118 views

How to Keep Unity From Changing Sprite When Changing Orthographic Size?

so I have a simple X animation, and at the end (when it looks like a full X), it looks good on one orthographic size, but bad on another. Here's what it looks like when the size is 3: Now you can ...

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