Games originally 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
Zoom Recording 1
Zoom Recording 2
Presentation
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
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));
}
}
}