MMikey Nichols6h ago · 37 min readClosing the Terminal Is Not Game Over.Our game can simulate an hour without making us wait an hour. It cannot survive the program ending. Close the terminal and everything is gone: the stages, the gold, the levels, the upgrade you bought.journeytocode.io
FFrameSprite Workflow Team22h ago · 6 min readTrim a Sprite Atlas Without Moving the Character's AnchorRemoving transparent borders changes a sprite's stored rectangle. It need not change where the character stands, but that requires preserving the removed offset and interpreting it correctly. Before aframesprite-workflow.hashnode.dev
FFrameSprite Workflow Team22h ago · 6 min readTile Atlas Margin, Spacing, and Extrusion: A Practical Import CheckA tileset can look correct as an image and still produce cut-off tiles or colored seams in a game. The first problem is often an incorrect grid. The second can be texture sampling. Treat them as separframesprite-workflow.hashnode.dev
FFrameSprite Workflow Team22h ago · 5 min readNaming Animation Frames So a Game Engine Can Import Them ReliablyAn animation can contain every required image and still play in the wrong order. A common cause is an implicit ordering assumption: a file browser, archive utility, or import script may sort frame_10.framesprite-workflow.hashnode.dev
FFrameSprite Workflow Team22h ago · 8 min readNine-Slice UI Panels: A Practical Test Before You ShipTo reuse a small panel at several sizes, split its texture into corners, edges, and a center, then define how each region should respond to resizing. The result is only acceptable after you inspect itframesprite-workflow.hashnode.dev
FFrameSprite Workflow Team23h ago · 9 min readA Tilemap Handoff: Keep the Picture, Grid, and Game Rules SeparateA map image can show a convincing dungeon and still tell a game engine nothing about where a player can walk. Before delivery, distinguish the visual art, the tile placement grid, and the rules that iframesprite-workflow.hashnode.dev
FFrameSprite Workflow Team23h ago · 7 min readScaling Pixel Art: Check the Sampling Path, Not Just the Export SizeFor hard-edged pixel art, start by enlarging the source by an integer factor without smoothing, then inspect the final image in the actual display path. A clean PNG can still look uneven after an engiframesprite-workflow.hashnode.dev
FFrameSprite Workflow Team23h ago · 8 min readHow to Review a Generated 2D Attack Animation Before It Reaches Your GameA generated attack can look lively in a preview yet fail as a game action: the weapon may pass through the character, the strike can occur before the wind-up, or the recovery pose may leave no clean tframesprite-workflow.hashnode.dev
FFrameSprite Workflow Team23h ago · 6 min readEstimate Sprite Sheet Memory Before Exporting a Large AtlasA compressed PNG's file size is not the same as the memory required to edit or display its pixels. For a rough budget, an 8-bit RGBA pixel buffer needs four bytes per pixel. Multiply the atlas width bframesprite-workflow.hashnode.dev
FFrameSprite Workflow Team1d ago · 6 min readChoose the Camera Before You Ask for a 2D Game MapSpecify the player's camera and the kind of deliverable before asking an artist or an image generator for a game map. “Top-down forest” can mean a strict overhead grid, a three-quarter scene with visiframesprite-workflow.hashnode.dev