2048x2048 or 1280x720

My friend and I are in the midst of a friendly argument in regards to our sprite sheet resolution… in PS we started out with the page measurements at 1280x720 however in UNITY you want to select the 2048x2048 when breaking down the sprite sheet. Because of this my friend thinks that we should start making our sprite sheets in that measurements in PS… Will this cause a problem when the game is functioning if some of the sheets are made in 720p and the rest in 2048? such as warped images etc.

I’m thinking it wouldn’t matter so much what size the sheets are, as long as import settings are correct, all power of two sized, and scaled properly in the scenes. If part of your workflow calls for 2048 x 2048, use that, but whatever you do, pick a routine and make it the same consistently. Well there’s my two cents.

Not sure if I understand entirely, but here’s a useful tip that will stay with you forever:
Make all your game art in as high resolution as possible, and then double it still if feasible. Not for the game, but so you have the original assets in high resolution. You can always shrink the art. You can never enlarge it.

I am also a bit confused, as Unity handles packing the individual sprites into sheets for you. If you use something like TexturePacker and a unity script to implement it into the Unity Editor, then I still don’t see the difference.

I guess this revolves around taking a spritesheet and using Unity to find each individual sprite FROM that sheet? I just find that entire approach odd, since I’d always start with each individual image, as opposed to saving the final image as one big spritesheet with arbitrary locations for each individual sprite.

Just curious,

Why don’t you make it as large as possible in PS, and then shrink it to what you need?
Why not have each individual sprite its own image, and let Unity or TexturePacker pack them into its own spritesheet?
What are you drawing?

To clear up the confusion I was confused if the camera dimensions would screw with the images on the sprite sheet in a different resolution. What we have been doing is setting one character per sheet so everything is easy to access and find when trying to fix or simply look at something whereas level assets will be converged to one per section of the map. You did answer and settle our argument and for that I thank you. Now for your curiosity…

  1. we do make the sheets larger for the map assets, however in the past we were multiplying the 720 ratio by 5 and that would be the dimensions of the sheet in PS. However now realizing that the page can be in any dimension it will give us less to worry about.

  2. We are doing paper doll animation so each page has a character, each sprite is a limb.

  3. see attached (action adventure 2d sidescroiler)

Also we have been having troubles with the scripting of a sidescroller, such as the character movement connection with the animations (idle, run, jump attack, hurt) are there any tutorials outside of the Digital Tutors sidescroller that you or anyone else can suggest… My friend and I have been reading up on JavaScripting and C# programming and we have become pretty good at reading what is coded but we are having a hard time knowing where to begin when programming ourselves… Is there a cheat sheet for this? Isn’t the code very similar to other sidescrollers or are they all that significantly different that reuse-ability is not possible?

Again thank you for taking the time to read and respond.

  • A


I’ve never worked with this type of 2D, where the character is made of moving parts.
So I am not the best person to ask, unfortunately.

For animating, do you use Spriter? I know the makers of DONT STARVE (my favorite game) use it, and their artwork is gorgeous and animated very well.

http://www.brashmonkey.com/spriter.htm

I am not sure how well it imports into Unity, but it appears to do so.

http://www.brashmonkey.com/forum/viewtopic.php?f=3&t=534

https://www.youtube.com/watch?v=pZK86lQU8ME