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(1 edit) (+2)

This was super impressive to make this in 48 hours only, wow.

Btw I can definitely relate; UI was a pain to get working pixel perfectly in Unity. I ended up making a pretty complicated solution to make it work with a moving camera. It went something like:
UI -> Render Texture -> Texture 2D -> Tex2D to PNG (stored in a variable of bytes) -> PNG to Tex2D -> Sprite -> Child to Camera
Aside from the mouse cursor jitter, and forgetting to add a Solid Color to the UI camera, moving the camera with the UI worked basically perfectly (with the right garbage collection).

 There's a component called the "Aspect Ratio Fitter" that might do this faster. I got some frame clearing issues on the edges from this, but maybe check this out and tweak it a bit: https://itch.io/jam/lowrezjam-2019/topic/515184/unity-setup-guide

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Thank you a lot for your comment, we are glad that you enjoyed it! 

Great, thank you also for the tips ;)

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Hello Jonathan, I'm really happy that you played our game. 

Thanks a lot, your comment is really cool. 

About the UI, I heard about a similar solution than yours, but it was way too late for me to program. 

Also, I think we got this problem last year too with Periapsis, but our UI assets were already at a convenient resolution so we couldn't see it. 

Your game looks really good, and I'll definetly play it this evening.

It looks like you too step-upped a lot in one year, and I can't wait to give you my thoughts on your game :) ! 

(1 edit) (+1)

I think our text were just sprites, so we didn't need to worry about text rendering I think. I think our UI were just sprites too, which made it a (lot) more easier, since all we had to do was attach it to the camera. Plus, our camera was static too for the most part.