I made a title screen logo for my game , but my game is in pixel art and the logo is hand drawn , I imported it into Godot and it was too big so I shrunk it , and then it got pixilated , tbh it was kinda pixilated even at normal , I tried changing it to svg and what not , is there like a size im supposed to draw it at ?? I drew it on my iPad on adobe fresco and then exported it to Godot .
#Trying to import a logo png
1 messages · Page 1 of 1 (latest)
A couple of clarifying questions:
- What do you mean by too big? As in, the image is bigger than the screen resolution in project settings? or the image file was huge so you tried to reduce filesize by shrinking it?
- How are you expecting to display the logo? On the loading screen? In a main menu type scene? If it's just a texture2d node added on to the level scene for example, there could be some conflict from that.
- I'm not familiar with using godot mobile, but I could imagine a scaling issue like this happening from using different software. A 64x64px image in asprite would be different from a 64x64px image from photoshop, for example.
Yes the image is bigger than the screen in project settings in terms of width it was out side the screen , it’s a main menu type scene yes
This is a sketch of how I want it to look in Godot , I’ve tried setting filter to nearest and all , and I couldn’t find any videos online showing their process of importing a hand drawn image like this to Godot and using it
Can I see a screenshot of the scene tree? (great art BTW) I think I can help you out, but I'm at work atm. Might be touch and go.
I also need to know what screen size is set to in project settings
make the stretch mode scale and expand mode keep size
Sure here’s a picture
I set it to that by default
Also my screen size is 1280x720
When you shrink something down it loses quality and gets pixelated, best to design to scale. You could change the whole rest of your project’s sizes to match the viewport size of the title, or redesign the title at that resolution.
Alrighty, here's a solution that might work for you. The short explanation, having a floating image with a parent as the control makes it a little hard to control. Although using containers is a little annoying, here's some settings I found to make it a little more workable. You'll have to reparent and change a few nodes, but hopefully this works better for you.
For the texturerect itself, expand mode can't be set to "keep size". Fit width proportianal seems good to me with your setup. stretch mode is kinda up to you, but keep centered aspect is pretty good imo.
Next is where the magic is. In Layout -> Container sizing check out the settings I have set. Basically what expand, and stretch ratio do is it checks with what other siblings are expanding, and then stretches them out to the limits of the control parent. With the stretch ratio, you can control which children have a larger area (the last image is with the texturerect's stretch ratio being set to 2, as example.) What's important here is that both the buttons vbox, and the texture rect have expand enabled, otherwise the one enabled will just override the one disabled.
Let me know if that helps, or if there's still an issue. I don't know if it's just the way you sent it on discord, but the image you sent was corrupt to me? Don't think it's the issue, but could be worth checking on your end.
Sorry it took so long, just got back from work
Wow ! This made it look a lot better tysm!!!!
All good! Tysm for taking out time to help me !!
Of course! Did this solve the issue then?