PPU vs Canvas Size vs Resolution

Hi there,

My name’s Cat. I’m new to game making and just had a few questions about 2D art, before I start in earnest on my first project.

I am using Aseprite for the art - I’m going to make a fairly simple 2D exploration game, using minimally animated ‘flip-screen’ background art for the game world, displayed one at a time (inspired by ZX Spectrum etc).

The only other art will be the player character, who will be small in relation to the game world.

I would like the background/ world art to fill a typical 16:9 monitor, no borders.

I’m using Aseprite, and I’m still a bit confused as to what PPU and resolution I should be using for the game. Aseprite seems to suggest that PPU and canvas size are the same thing.

E.g I type 480x270 for PPU, and it generates a canvas this size as well.

My question is: is PPU, canvas size and resolution all the same thing?

Will I run into problems if, say, I paint all my backgrounds at 1920x1080, but my character sprites as 32x32?

Any clarification would help immensely.

Thanks!
Cat.

  1. ppu has nothing to do with resolution its an arbitrary number that you decide. In unity space is measured in “units” how many pixels = 1 unit? thats ppu. if you want 1 unit = 1pixel then you write 1PPU. It can just aswell be 1 unit = 1000 pixels, you decide.

  2. if your background is 1920x1080 and your character 32x32 your character will be insanely small in relation to the background