Posted February 10, 2024 by 🍑
#diary #selfish bridge #unreal 5 #2d #sidescroller
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.