victoria

gamedev wizard and comics witch

primarily a homestuck artist, currently working on @burningdownthehouse and vast error.


๐ŸŒป my comic
burningdownthehou.se/
๐Ÿ•ท๏ธ my website
spider.zone/
๐ŸŽฎ my itch.io
arachonteur.itch.io/
๐ŸŒ  gamedev group
teamslime.itch.io/

victoria
@victoria

whats the reasoning for gamedevs who make asset packs deciding that each thing needs like 30 feet between itself in a fuckin png, especially like. 9-slices and shit. like. i should not need to pay for an uber to get from the top left corner to the top middle corner come on


victoria
@victoria

"i made an icon pack! heres the download, and here's three months rations for the travel between the sword and the shield"


victoria
@victoria

lost an ox fording the pass between npc animations


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in reply to @victoria's post:

there's actually a reason for this!!! I'm on my phone right now so I can't make a demo, but basically, the closer textures are together the more likely it is that the GPU will try to take pixels from a neighboring sprite when you do things like rotate/scale/translate them at runtime. there are also some shader techniques (like outline/drop shadow) that benefit from drawing the invisible pixels around a sprite (so those parts also get drawn and you can stick in your funky effect)