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

SelfishBridge.zip 706 MB
Feb 10, 2024

Get (S)Elfish Bridge

Leave a comment

Log in with itch.io to leave a comment.