Here we have a nice chat with the sinful Daniele Giardini about pixel perfect in 2D games, as a form of holy perfection.
We are continuing our voyage in Unity 2D development; previous trips: Part 0, Part 1, Part 2, Part 3, Part 4, Part 5.
We didn’t find a satisfactory definition of pixel perfect online, so this is Daniele’s:
Pixel perfect indicates the on-screen visualization of a 2D image, where each pixel of said image fully occupies either A) a single screen pixel or B) a screen area corresponding to a multiple of 2 pixels. This allows each pixel of the image to be seen as clearly as possible (in short, perfectly), without additionally generated anti-aliasing.
In all this discussion we are talking about Unity game development in particular for the game People in Love. We also discuss (not) making your own physics and voxels.
Notice here the tile is “odd”, 31×31 pixels.
Get here the free DOTween tween engine for Unity by Daniele. And here is the 2D Toolkit we talk about.
Here is a discussion of pixel perfect in Unity without 2D Toolkit, and here is a pixel perfect calculator for orthographic camera.
And here are also Ghostshark Games.
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