With the top down viewpoint there is implied depth along the Y axis, as we assume objects lower on the screen are closer. Conversely, pixels spilling out of the frame may lead to unwanted overlap. However, you don’t want there to be too much empty space around your character, as to avoid pronounced gaps with adjacent sprites and parts of the environment with collision. Note, the frame of the sprite size is relative and the character doesn’t have to completely fill it edge to edge. While modern tools allow one to break the grid and create sprites and environments of arbitrary size, the snug logic of the grid-based approach is still common convention. For example, 1 tile wide by 2 tiles tall is one of the most common sprite sizes, and is the size I’ve chosen for my example.īasing the character size on tile units allows the sprite to naturally fit in the grid-like structure of the tile based world, with simple collision bounds also defined by tile units. The height and width can multiply independently. As shown in the lower section of the above tutorial, relative sprite size usually conforms to a tile unit, or multiples of the tile unit. Generally, tile size is the best gauge for determining sprite size. Before you jump into character design it’s important to establish the sprite size, as the size of your characters can strongly affect the look and feel of your game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |