Full notes
Full Frostory update
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What changed
- Performance
- Gameplay
Frostory changes
[Translated from Korean]
Hello! This is Team OOPArts, currently developing Frostory. Today, we would like to briefly introduce how we create art resources in our game.
Please note that our team uses the Unity engine and Aseprite for creating pixel art!
Pivot Issue
The biggest issue when creating resources using Aseprite is setting the pivot.
The pivot refers to the center of an image, which is used as a point when rotating or scaling the image. However, Aseprite does not provide a way to set the pivot when exporting images.
So... initially, we manually edited the pivot by opening the meta file.
But of course, this was not a sustainable solution.
At first, we attempted to modify Aseprite itself (since it is open-source) to resolve the issue.
We tried to add pivot data to the ase file format.
However, we soon faced the issue of having to merge the latest commits each time, so we had to come up with another solution.
Eventually, we focused on the Slice information in Aseprite.
The Slice is metadata used to create a cut-out area of the image. But since our game did not use this data, we decided to use the center of the Slice area as the pivot.
Fortunately, the idea worked well, and we were able to input the pivot comfortably.
Layer Separation
By default, exporting ase files merges all layers into one image. However, it would be more convenient if we could separate or exclude layers.
One example from our game is the cactus monster.
We implemented a rule where layers with "__" in front are separated, and layers with "-" are excluded.
Eventually, the textures are separated like this,
and the separated layers become individual objects. As a result, it becomes easy to apply different materials or attach scripts.
Through this,
we can create effects where certain parts light up in the dark,
or where the eyes follow the player.
Thank you for reading!
Source
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