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Creating Point and Click Games with Escoria

Artwork Import

It is common to say that contemporary video games put all the efforts in graphics regardless to the story. In the point-and-click genre, the story is the most important part. But graphic elements will evidently be part of the pleasure. More than that, they are a real part of the game because the player will have to deal with the items. So good artwork is required for a game to be good.

Preparing artwork

You can draw your assets in your regular graphics software, but you need to pay attention to the resolution and the transparency of your picture.

One way to ensure having a fairly high resolution image, is to work with a full size canvas of your future game resolution with the background or a sketch of it. If the canvas size hasn’t been defined by the team yet, do it quickly. By doing this you ensure that all assets are well scaled and have a fairly high definition.

To keep the transparence of your assets, be sure to export them in PNG and don’t forget to hide unnecessary layers.

It's a good idea to trim your artworks of their transparent portions. For example if you want to do a foreground with some items on the right and some on the left, it's better to put each one on a separate picture instead of creating a full frame size picture with a lot of transparency. The reason to do this is that in the game all graphics are load in memory without compression, and a big transparent picture take more space in memory than several small ones because even if pixels are not visible they do exist. In our exemple we have rebuilt our foreground in the Godot scene based on an export of the original drawing in part (shown here with orange highlight).

avoid big transparent images in games

If you have done all the foreground in one layer, you can duplicate it and crop or delete the transparent parts in each. You can split as much as you want. Moreover, it will give more possibility to reuse or animate the graphics if this done.

Plan for artwork

Organize your assets. You can do it the way you want but stay consistent to help other contributors easily understand what you did.

Respect naming rules if possible. The number of assets can increase really fast. Force yourself to naming conventions as early as possible. It will particularly help the designers to find the states of an item without having to browse the directory. You can keep a table of assets if you want to be sure of what you did.

Keep all the native source file to be able to modify them quickly if needed.

Artwork Import

Once the drawings have been made and are exported, they have to be used in the project. The files should be stored into folders of the project directory to be available as ressources. They will be refered by Godot by the res:// local fileSystem.

Your graphics will be used in nodes. Many node type can receive artwork:

  • sprite
  • animatedSprite
  • TextureFrame
  • TextureButton…

Be sure to use the 2D version of these nodes if your game is a 2D one, or the 3D version otherwise.

Generally, those nodes have a Texture property that helps loading the picture. When doing animations several texture can be imported (see animation chapter).

Node inspector

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