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Messages - daramon
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21
I can see that. I'm literally heavily invested in Unity though, so I went round the houses looking for solutions to these kinds of seemingly simple issues.

In case you come back to Unity, or in case anyone else is looking for solutions to the elusive pixel snapping issue, here's my incredibly simple take.

1: Create a shader file and copy-paste this in using your code editor:
https://gist.github.com/talecrafter/81e2f3bb7fb4b4fc367e7b851772b646

2: Create a material file and apply the shader using the selector in the inspector. Set your "Pixels Per Unit" in here as well. (I use 1 for simplicity and it's great.)

3: Apply to any SpriteRenderer components (attached to any game objects) you want to pixel snap. This is pretty crazy. If you zoom in the editor, you'll see game objects snapping around when you try to move them by sub-pixel values.

5: Now for the camera. It doesn't use a sprite renderer and applying a shader to the whole screen is not a great idea. So the answer is simple: create a script for it and copy-paste this in:

Code: [Select]
    public class PixelSnap : MonoBehaviour
    {
        private Vector3 _tempPosition;

        private void LateUpdate()
        {
            _tempPosition = transform.position;
            transform.position =
                new Vector3(
                    Mathf.RoundToInt(transform.position.x),
                    Mathf.RoundToInt(transform.position.y),
                    transform.position.z);
        }

        private void OnRenderObject()
        {
            transform.position = _tempPosition;
        }
    }

This assumes a "Pixels Per Unit" of 1, but the maths is pretty trivial to update even if you're running at 16 or 32. (Feel free to shout if you need help.)

And that's it. Camera movements snap to pixels. If you want a pixel art game with non-pixel-art UI, just don't apply the pixel snap material to your UI components. If you want game objects to move together, put one as a parent of the other apparently (untested in my game.)

What this doesn't do is limit the screen to old console game dimensions, force game pixels to be multiples of screen pixels and introduce borders or black bars. So I probably have some issues ahead of me still...

(Admin/mods, if you want me to move this to general, just shout.)

I will have a look at Gamemaker Studio and that video, but I don't speak German! ;)

22
Pixel Art / Re: Attack Animations
« on: July 31, 2019, 09:30:29 am »
I really like the way you've handled cloth and hair movement. There's a great feeling of life and fluidity to it. It looks like a lot of love and skill went into that.

I prefer the one with the extra arm movement, but I can't help but feel that if I were playing this character in a game I'd get annoyed at waiting around for it to complete every time. I wonder if the first part of the animation (arm raise so forearm is vertical) could be made more fluid, so the impact only occurs on the flick?

23
Pixel Art / Re: Mockup for a personal project.
« on: July 30, 2019, 05:02:44 pm »


I *very* quickly added some shadows coming off the walls. The choice of direction is arbitrary.

It's rough as you like, but to my eyes at least it provides more 3D information.

24
Pixel Art / Re: Sugests about my first character
« on: July 30, 2019, 04:16:12 pm »


Two main changes:

 - I used shade to represent the bend in the leg as the character walks. If the lighting is from above, the lower part of the leg will be in shade when bent.

 - I moved the arm to swing around at the extremes of the torso movement.

This is just a few minutes work. You can almost certainly do better.

25
Pixel Art / Re: Sugests about my first character
« on: July 30, 2019, 12:21:39 pm »
A quick point about this forum: if you want people to easily edit your work, post it at its original size. That's with a 1 to 1 pixel ratio.

If you enlarge the pixels when you export the animation, it makes it harder to work on.

The forum has a tool to magnify images if they're particularly small. Just click on them.

26
Pixel Art / Re: Sugests about my first character
« on: July 30, 2019, 08:53:50 am »
I like the upper body, you've got a lot of shape and solidity into a few pixels.

I take it your character is meant to be walking towards the camera. In that case you'll need to add something that suggests movement in 3D space to the legs:

 - Bending at the knee, using shadow and angle to get the idea of movement across.
 - Lifting the feet from the ground.

You'll want to make the arms bend as the character walks.

The arms may be just a touch short. Dangle your arms and see how far down your thigh they go.

I may try an edit if I get time. In the meantime, a quick Google search for "walk cycle animation towards camera" should give you a few examples to learn from.

27
Pixel Art / Re: Help me with Sekiro
« on: July 24, 2019, 04:27:54 pm »
"I would suggest a highlight colour for each material"

Oh yeah! Add in a few specular highlights as well. I want the metal parts to GLINT. :)

28
Pixel Art / Re: Mockup for a personal project.
« on: July 24, 2019, 03:40:20 pm »
I'd quite like to see some shadows on one or other side of the vertical walls. That may have an affect on other elements... I'll have a play later.

29
Pixel Art / Re: Help me with Sekiro
« on: July 24, 2019, 01:48:13 pm »
You should create a new image online when you post updates. When you overwrite the original, one of two things happen: either I get served a cached version of the original image, so I can't see your progress, or the original post is updated with the latest version. So, er, I can't see your progress.

That aside, I really like this. The pose is dynamic, the outlines are crisp. Huge improvement IMO.

Maybe a touch more facial definition would be nice. There might be a couple of places where a shadow could go. I'm nitpicking.

30
Pixel Art / Re: Robot girl
« on: July 24, 2019, 08:41:51 am »
"Chris2balls: ...uhhh, what's going on exactly?"

The clue is in the comment: it's a secondary light source. It probably needs finessing, but it's a trick to make something look more shiny, or at least more embedded in a scene.

In real life things aren't just lit from the primary light source. There's a lower level of ambient light that objects will reflect. For example, if you have a sphere on a table and a light source above left, you'll get light reflecting from the sphere, but also light reflecting from the table onto the sphere, then from the sphere. This secondary light will only show in dark areas where it isn't overwhelmed by the primary source, so in this case bottom-right. And it'll be colored by, in this case, the table.

For outdoor scenes it's normally blue to represent the sky.

Owlboy used the hell out of this effect:

https://i2.wp.com/metro.co.uk/wp-content/uploads/2016/11/019.jpg

Here's a sphere with a (somewhat boring) secondary light source:

https://cms-assets.tutsplus.com/uploads/users/108/posts/19997/image/color-fundamentals-value-15.png

And the article about light that it came from if you're interested:

https://design.tutsplus.com/articles/improve-your-artwork-by-learning-to-see-light-and-shadow--cms-20282

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