I think topic says all.
Atm i start a pixel art project with gm2...or better i plan to start.
I need tips for pixel art special things like loading pixelated images, sheets and so on. (nearest)
And of course the viewport-camera thing.
The resolution should be 640x360 and scaled on the whole screen in windowed/fullscreen mode and if needed blank bar top/bottom - left/right.
Or is there a short tutorial for that?
Btw. i don´t need pixelperfect camera behaviour because scrolling and moving shouldn´t be pixelwise.
Its late and i hope my english isn´t that bad.
#Best way to set up a new project for a pixel art game?
12 messages · Page 1 of 1 (latest)
just stick to your res
https://www.youtube.com/watch?v=_g1LQ6aIJFk hold this
also for camera size, that depends on your game and your art style. my advice is (if you follow the tutorial) to code your camera so that the resolution can easily be tweaked
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Confused by GMS2 cameras? My previous tutorial didn't help much, but this one should set you straight. Let me know what you think of this type of tutorial, especially the white board feature!
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loading/unloading sprites/textures isn't something you need to worry about early on. gamemaker does that automatically
Thanks...but its curious. I thought there should be a better/simpler way. In unity/godot i can setting it up for a pixelart viewport and automated stretching and all whats needed. It should be configurable Editor-wise projectwide if needed.
Well the built in stuff works, but isnt very flexible
The tutorial also goes over concepts if you dont wanna code
Stuff regarding view and viewport size still applies
View settings tho are on a per-room basis not project wide
Gives you the ability to make menus and stuff that dont require following the player in a room
GM is in some points mysterious....but well i found this 2 mins ago: https://github.com/jack27121/STANNcam and it looks like that is exact what i want.
I mean it all boils down to the same stuff, just a matter who writes it