So for Godot importing, I initially didn’t think much of it as the information on the documentation is quite limited.
Looking through the Import options, there is a drop-down to choose what type the image should be. I believe there’s Texture2D, VRam Compressed, VRam Uncompressed, CompressedTexture2D, and Sprite Atlas.
Through trial and error, I figured out you can import multiple or singular textures as a ‘Sprite Atlas’ that allows you to save it as an Image.
I don’t think it is in the documentation because it will blast you with a ton of errors that’s easily fixed by relaunching the engine.
And then with your SpriteAtlas, you can import that as a compressed texture 2D, and choose how much lossy compression you want (I went with 90% uncompressed for virtually no visual difference, but smaller Ram footprint and faster load speeds.)
Sprite atlases also have the issue of not storing the sprites optimally, which leads to some images being larger than they should because they’re only placed vertically (which can be fixed by adding a very thin wide texture to it. However this causes an issue where you can’t then compress the image after the fact for some reason).
Annd apart for that info dump, if you would like to make games (and you’re a beginner coder) I honestly recommend looking into youtube tutorials to begin with. Not the fancy ones like “How to make an RPG Part 893” but more informative ones like how to move/transform an object left or right, how to use the animator, etc.
Learning the small parts and utilising them allows you to think and properly learn how to achieve a specific goal.
In terms of asset management, I can’t speak for all engines but for Godot and Unity you should group assets like textures or images in atlases alongside similar textures. For example, in the Night Shift all the office textures go into one single sprite atlas, the UI goes into a sprite atlas. This reduces draw calls.
Draw calls are when the GPU needs to process an image. The CPU will request it from the ram per singular image. Why have 16 draw calls when you can put the textures into an atlas and have 1 draw call.
For asset creation, I recommend you design your assets to a target resolution. Something like 1080p. This doesn’t mean make your textures 1080p, it means to do the asset to scale on a 1080p canvas, so it can be dragged and dropped into your engine of choice.
Designing for a target resolution allows you to put the textures exactly where they should go, without needing to fiddle with the scale which would speed up development. It also prevents the game from looking like shit from down-resing or scaling up.
And thanks, I’ll be taking this short break as it’s currently just me working on part 2 now. Glazed has finished his art, i just need to do some writing for a voice actor, create assets for a few new scenes, create sounds.
Hope this is helpful! Sorry if I covered things you knew!