Tilesets in Unreal can be tricky
Following the great fiasco of the game jam, I tried to investigate why my game was literally not working.
Turns out, the 'pixels per unreal unit' can and will make a difference on how the asset will be loaded. You see, what I had done was that I used the same resolution for the background pixels as with that of the characters. Of course, the characters were much more detailed and indeed needed a higher resolution (15 pixels per unreal unit), whereas the background pixels required much less. To counteract that issue before I would just scale the tileset to much the characters' size. However, this caused a great issue in unreal causing the whole thing to disappear, or, in the best situation, to flicker. What I discovered in the newer version was that I changed the resolution of the map (0.3 pixels per unreal unit) and split the map itself into quarters, making it therefore a little bit more manageable.
Then I did some aesthetic changes, rearranged the assets and designed the map so it is actually possible to win (it wasn't before, since I relied on being able to implement the inventory and crafting bridges).
What's next?
- decide on resolution options
- further debug ladders
- improve jumping
- implement inventory
- implement crafting bridges
- figure out what more to add
That's about it. Until next time,
momo.
Files
Get (S)Elfish Bridge
(S)Elfish Bridge
Defeat the rioting Elves and gather resources to build your bridge to the next realm!
Status | In development |
Authors | ๐, solastica21 |
Genre | Platformer |
Leave a comment
Log in with itch.io to leave a comment.