AppImage broken?
ERROR: appimage_register_in_system : Missing icon field in the desktop entry
Thanks for checking it out! As far as the arbitrary goal, yeah the plan was to have some much larger contracts that required 10 or more ships but I misread the due time (whoops :D)
Also yeah 15 is the cap on favor which was also going to be boosted to 25 when the above happened. Post Jam will have all that (plus sound and some other fun things)
Jeff’s life is tragic overall, but he once accidentally fell asleep at the guards tower and accidentally kicked over a lantern which signaled an enemy attack. The entire town spent a day preparing for a war that wasn’t there.
As for contracts, the general rule of thumb is that missions/contracts that cost money, give favor, and vice versa. So it’s a balancing act of getting what you need and when you need it and figuring out what is a good deal.
Thanks for playing!
I agree, I actually wanted to try and sneak a final patch that added your current stuff to that page because I and the person who did the art zeroed out out favor plenty of times during testing.
Also I forgot to update the page but 50 is now the fleet goal. There are a few contracts that have large payouts.
Thank you so much for giving it a try and thanks a bunch for your feedback!
Gotcha! So you have two options to fix this. If you haven’t done any work on the project in that current project, then my recommendation is to make a new project that uses a template that includes the URP pipeline (I use this one for all my 2d work)
Option two is to convert the current project you have to use URP. I don’t know all the ins and outs of doing this so something might not work but here is what I got from a quick test.
I added a section for UI Scaling so that it works as expected, I would also recommend this font:
https://fontstruct.com/fontstructions/show/1404190/cg-pixel-4x5-1
Here is my guide to getting a LOWREZJAM entry setup in Unity. It’s better on GitHub so I’ll paste the gist link:
https://gist.github.com/TylerCode/439a5acf93dc26b1c8a9e2d6f11179bd
This guide has been tested in URP on the following versions of unity: 2021.3.29 2022.3.5 2023.1.6
The Built-In Pipeline was tested with 2021.3 (An early LTS version)
It’s that time of year again. Time for the #LOWREZJAM!!!
Almost every year so far, I’ve created a guide to getting 64x64 resolution working as natively as possible so this year is of course, no exception. This is not for absolute beginners but if you’ve done some tutorials for unity then you should be fine here.
This guide is going to go beyond just using the default pixel perfect camera and such and the goal is to have Post Processing, UI, and the normal artwork ALL being forced into the 64x64 resolution. I want to warn you, this is janky, but it DOES accomplish those goals. Every time I’ve tried to do it in a more clean fashion, I end up with UI that is affected by post processing, or UI that isn’t interactable, or some edge case in the Pixel Perfect Camera component.
Last thing, if you don’t care about post processing, this is actually much, MUCH easier, you can scroll to the end for that guide and if you’re just making a 2d game with no post processing, I recommend that instead!!! Anyway lets jump in.
We’re going to start with a NEW, 2D URP project on Unity 2021, 2022, or 2023 (I have tested in LTS of 2021, and 2022, and the non LTS 2023.1.6f1). I want to stress that this will work for 3D as well but it DOES require URP and for you to install the pixel perfect packages from the package manager. (It’s actually easier in the Built-In pipeline but you end up with a similar setup to this. You can reference my old guide for that.
Once we have that setup, make a new scene and save it as “64xTemplate” or something similar. In this case, we’re using a LIT 2D (URP) scene. At this point, I like to add a 2D sprite rotated at 45 degrees so that we can see our results.
Camera Rig
.Material
that uses the Universal Render Pipeline > Unlit
shader. Name it “Main Render Mat”Render Texture
and name it “Main Render” 5.333333Render Texture
to the “Main Render Mat”’s Base Map
textureBilinear
to Point
MainCamera
tag so it continues to work with Cinemachine)Post Processing
Okay, so… this is where it gets… Janky.
Projection: Orthographic
Size: 5.333333
Clipping Near: 0.3
Clipping Far: 20
Next, add a Pixel Perfect Camera
component to it with the following settings.
Assets Pixels Per Unit: 6
Reference Resolution: X64 Y64
Crop Frame: Windowbox
Grid Snapping: Upscale Render Texture
Position: 0, 0, 10
Rotation: 90, 0, 180
Scale: 1.06, 1.06, 1.06
Main Render Mat
!You should have something that looks like this now!
Add a Global Volume
to the scene and create a new volume profile on it. For ease of testing, add a couple of effects that make it easy to see. After that you should have something like this:
Easy right? All the effects are pixel perfect and show as you might expect!
This is the last little bit here, it’s the reason for all that annoying setup. This is probably the last year this tutorial uses UGUI based on the roadmaps I’ve seen, but I could be wrong. (2023 Edit: I was wrong)
Right click in the heirarchy and create a new UI > Panel.
This should have added a few new objects into the scene
Canvas
> Panel
EventSystem
On the canvas, set it up with the following settings
Render Mode: Screen Space - Camera
Pixel Perfect: YES
Render Camera: RenderCamera
Plane Distance: 5
Sorting Layer: Default
Order in Layer: 1000
On the canvas scaler, you are going to want to set that up as per usual, here are my settings.
UI Scale Mode: Scale With Screen Size
Reference Resolution:
X: 1920
Y: 1080
Screen Match Mode: Match Width Or Height
Match: (All the way to Width)
Reference Pixels Per Unit: 100
I won’t get into UI specifics but you can adjust your panel or add buttons and they will show up overtop the game scene. Most importantly, they won’t have any post processing applied to them.
For fonts, honestly I have not come up with an ideal solution. This is the font I’ve settled on for these jams: https://fontstruct.com/fontstructions/show/1404190/cg-pixel-4x5-1
I also use that with a font size of 150, and a Line spacing of 20
If you don’t know how to get that font into Text Mesh Pro, you want to go to Window > Text Mesh Pro > Font Asset Creator
From there, you can use the default settings and just add the source font file. Then hit Generate Font Atlas
Finally, save the font asset out and boom
This is a pretty good starting point depending on what kind of game you are making. This setup will work in 2D and 3D with no differences except you will need to import the 2D pixel perfect package into your project.
On your main camera, add a Pixel Perfect Camera
component and give it the following values
Assets Pixels Per Unit: Depends on your project, its up to you!
Reference Resolution: X64 Y64
Crop Frame: Pillarbox
Grid Snapping: Upscale Render Texture
Make a new Canvas and set it from Screen Space - Overlay
to Screen Space - Camera
and assign your main camera to it.
Profit???
UI will work as usual and will adhere to the pixel perfection. The only issue, is that this UI setup gets affected by Post Processing if you use it.
Heyo, if you don’t care about URP or post FX, you can just use the pixel perfect camera component. There is one made for the built-in pipeline included in a 2d project. Once you have that added just change your UI Canvas to world space and set the camera to the one you have the pixel perfect camera component on.
You can reference my old guide for some additional details. https://itch.io/jam/lowrezjam-2019/topic/515490/how-to-2d-pixel-perfect-64x64-in-unity
Two updates I’ve made.
I forgot to add that the “Game Camera” needs a “Pixel Perfect Camera” component as well. This component needs to have a pixel per unit size of 6 and a resolution of 64x64
The second thing is that the “Render Camera” needs to have its “Audio Listener” component removed.
Both of these are now in the guide, but if you used the guide the first or second day of the compo then you are probably missing those steps.
This also exists as a GitHub Gist, which is easier to read IMHO
It’s that time of year again. Time for the #LOWREZJAM!!!
Almost every year so far, I’ve created a guide to getting 64x64 resolution working as natively as possible so this year is of course, no exception. This is not for absolute beginners but if you’ve done some tutorials for unity then you should be fine here.
This guide is going to go beyond just using the default pixel perfect camera and such and the goal is to have Post Processing, UI, and the normal artwork ALL being forced into the 64x64 resolution. I want to warn you, this is janky, but it DOES accomplish those goals. Every time I’ve tried to do it in a more clean fashion, I end up with UI that is affected by post processing, or UI that isn’t interactable, or some edge case in the Pixel Perfect Camera component.
Last thing, if you don’t care about post processing, this is actually much, MUCH easier, you can scroll to the end for that. Anyway lets jump in.
We’re going to start with a NEW, 2D URP project on Unity 2021.3.6f. I want to stress that this will work for 3D as well but it DOES require URP and for you to install the pixel perfect packages from the package manager. (It’s actually easier in the Built-In pipeline but you end up with a similar setup to this. You can reference my old guide for that.
Once we have that setup, make a new scene and save it as “64xTemplate” or something similar. In this case, we’re using a LIT 2D (URP) scene. At this point, I like to add a 2D sprite rotated at 45 degrees so that we can see our results.
Camera Rig
.Material
that uses the Universal Render Pipeline > Unlit
shader. Name it “Main Render Mat”Render Texture
and name it “Main Render”Render Texture
to the “Main Render Mat”’s Base Map
textureBilinear
to Point
MainCamera
tag so it continues to work with Cinemachine)Post Processing
Okay, so… this is where it gets… Janky.
Projection: Orthographic
Size: 5.333333
Clipping Near: 0.3
Clipping Far: 20
Next, add a Pixel Perfect Camera
component to it with the following settings.
Assets Pixels Per Unit: 6
Reference Resolution: X64 Y64
Crop Frame: Windowbox
Grid Snapping: Upscale Render Texture
Position: 0, 0, 10
Rotation: 90, 0, 180
Scale: 1.06, 1.06, 1.06
Main Render Mat
!You should have something that looks like this now!
Add a Global Volume
to the scene and create a new volume profile on it. For ease of testing, add a couple of effects that make it easy to see. After that you should have something like this:
Easy right? All the effects are pixel perfect and show as you might expect!
This is the last little bit here, it’s the reason for all that annoying setup. This is probably the last year this tutorial uses UGUI based on the roadmaps I’ve seen, but I could be wrong.
Right click in the heirarchy and create a new UI > Panel.
This should have added a few new objects into the scene
Canvas
> Panel
EventSystem
On the canvas, set it up with the following settings
Render Mode: Screen Space - Camera
Pixel Perfect: YES
Render Camera: RenderCamera
Plane Distance: 5
Sorting Layer: Default
Order in Layer: 1000
I won’t get into UI specifics but you can adjust your panel or add buttons and they will show up overtop the game scene. Most importantly, they won’t have any post processing applied to them.
For fonts, honestly I have not come up with an ideal solution. There are some pixel fonts that I’ve found look good but it’s a matter of getting them aligned properly so they don’t get destroyed by the pixel processing. In the past I’ve cheated by hand-aligning them all where they looked good but your mileage may vary on that.
This is a pretty good starting point depending on what kind of game you are making. This setup will work in 2D and 3D with no differences except you will need to import the 2D pixel perfect package into your project.
On your main camera, add a Pixel Perfect Camera
component and give it the following values
Assets Pixels Per Unit: Depends on your project, its up to you!
Reference Resolution: X64 Y64
Crop Frame: Pillarbox
Grid Snapping: Upscale Render Texture
Make a new Canvas and set it from Screen Space - Overlay
to Screen Space - Camera
and assign your main camera to it.
Profit???
UI will work as usual and will adhere to the pixel perfection. The only issue, is that this UI setup gets affected by Post Processing if you use it.
I liked this game a lot, I love small scale dungeon crawlers like this a bunch. The concept is nice, the art is cute, and the audio and sounds are perfect.
I did get frustrated by the movement though, the player is too sticky and some of the corridors are small which makes the problem worse.
I really like this game overall though as that is literally my one dislike.