Games origionally used Pixel Art out of necessity but the style remains in use because of it’s convenience, lower cost, and nostalgia.

In this presentation we’ll go over

  • A brief history of Pixel Art
  • Pixel Art specific techniques
  • General Game art concepts
  • Importing Sprites into Unity

Presentation

Tomato Man

Tomato Man

Import settings

Texture Type : Sprite(2D and UI)

Sprite Mode : Single

Filer Mode : Point(no filter)

Format: RGBA 32-bit

Then Drag into scene to create an object

Tomato Man Fast

Tomato Man

Import settings

Texture Type : Sprite(2D and UI)

Sprite Mode : Multiple

Filer Mode : Point(no filter)

Format: RGBA 32-bit

Sprite Editor

Slice > Grid by cell count

C: 4 R: 1

SLICE!

Select all sliced sprites and drag into scene to create animated object

PlayerController Class for Unity

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[RequireComponent(typeof(Rigidbody2D))]
public class PlayerController : MonoBehaviour
{
    [SerializeField] private float _speed = 10;
    [SerializeField] private float _jumpVelocity = 500;

    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        int hvel = 0;
        if (Input.GetKey(KeyCode.A))
        {
            //GetComponent<Rigidbody2D>().AddForce(new Vector2(-100, 0));
            hvel -= 1;
        }
        if (Input.GetKey(KeyCode.D))
        {
            hvel += 1;
        }
        GetComponent<Rigidbody2D>().velocity = new Vector2(hvel * _speed, GetComponent<Rigidbody2D>().velocity.y);

        if (Input.GetKeyDown(KeyCode.W))
        {
            GetComponent<Rigidbody2D>().AddForce(new Vector2(0, _jumpVelocity));
        }

    }
}