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A way of drawing digital images using a low-resolution and (often) a limited color palette. This art form is inspired by older computer graphics, where resources (e.g. amount of pixels and colors) were more limited.

1 vote

Diagonal directions for cuboid in 3/4 axonometric rpg view

Let's start by walking through what you get with option number 2: Because of your \$\frac 3 4\$ foreshortening ratio, we can use this formula to take a line with some original length running left/righ …
DMGregory's user avatar
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3 votes
Accepted

Should I fully draw inside the canvas (e.g.: 32x32 aspect ratio) for pixel art games?

This is a stylistic decision you'll need to make, based on your game's gameplay needs and your own creative goals. A few considerations you can weigh in favour of using the full canvas: It allows roo …
DMGregory's user avatar
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10 votes
Accepted

Aseprite "Duration" vs Unity "Samples"

The "Samples" field is short for "Samples per Second" It is not measuring a duration or length of an animation or frame like your Aseprite example. It's a sampling frequency, determining how close tog …
DMGregory's user avatar
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0 votes

How can I fully or partially colorize a SpriteRenderer and make its "color" value match the ...

The "color" parameter on a sprite renderer is applied as a tint, multiplied by the original texture colour. So it can only ever make colours darker in each of the red/green/blue channels — it can't "a …
DMGregory's user avatar
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44 votes
Accepted

What makes scaling pixel art different than other images?

Scaling by Whole Numbers Scaling by 2x, 3x...nx is simple - each pixel just becomes an nxn square of pixels, and the look of the original sprite is perfectly preserved (including all the sharp lines, …
DMGregory's user avatar
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23 votes
Accepted

Scaling my pixel art platformer from 720p to 1080p

For anyone wondering why this is an issue for pixel art, here's a quick example using a scene from Super Mario World: If we just scale a pixel art game from 720 to 1080 at runtime (the way a typical …
DMGregory's user avatar
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2 votes

2D topdown generating stairs (access) to generated hill

We can simplify Ryan1729's method (getting rid of the rings and sorting) like so: Choose any tile that is not a downward-facing cliff as the start of a flood fill. Mark it visited and add it to an "o …
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8 votes
Accepted

Strange warping/shimmering effect with Unity Tilemap and Cinemachine

Note that Cinemachine now has a Pixel Perfect extension that automates the kind of camera calculations I describe further down in this answer. Consider using that, and check the rest of this answer fo …
DMGregory's user avatar
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4 votes

Unity - Pixels, Units, Sprites and Pixels per unit - Setting a relationship between sprites ...

Generally you want to keep your Pixels per Unit setting constant for a set of assets you use together. It's the conversion factor between the texture resolution and the coordinate space of your gamepl …
DMGregory's user avatar
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5 votes
Accepted

What PPU should I choose for assets aimed for different resolution

At an orthographic size of 12, your camera sees 24 units of the world vertically. At 32 PPU, each of those units corresponds to 32 sprite texels. So, putting that together, your screen has \$24 \tim …
DMGregory's user avatar
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22 votes
Accepted

Understanding pixel art in Unity 2d

Summarizing the points above, what matters for two pieces of pixel art to match is that their pixel density (texels per screen area / world unit) is the same. Using some sprites from Stardew Valley a …
DMGregory's user avatar
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