DYZE — Day 2
Well, it's Day 2 of our work on Dr. Yond's Zombie Experiment, and I'm thankful that it's a 9-day jam! Good progress has been made, but there's still a lot to do. Let's get right to the video:
I'm doing this game jam in part to shake out Mini Micro, and today that paid off in a big way. I've been testing Mini Micro mostly within Unity, where everything has always looked sharp and crisp. My partner in this project tested it as a Windows build, and it looked like this:
Yikes! It took some digging to figure out why it looked so junky in builds. For the record, it was because my dynamically-loaded textures were created by using new Texture2D(2, 2) instead of new Texture2D(2, 2, TextureFormat.ARGB32, false) — the latter one instructs Unity not to create mipmaps; the former one just cheerfully goes ahead and creates and uses these cruddy reduced versions of your texture. Lesson learned, and Mini Micro improved! (Improvement to appear in version 0.7.)
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