Add 2b. Canvas Size, Pixel Scale, and File Formats
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2b.-Canvas-Size%2C-Pixel-Scale%2C-and-File-Formats.md
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2b.-Canvas-Size%2C-Pixel-Scale%2C-and-File-Formats.md
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# Canvas Size, Pixel Scale, and File Formats
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This page explains how to size and export 2D assets for NETFISHING.
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Exact dimensions may vary by issue. When an issue specifies a size, follow that requirement rather than the general defaults below.
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## Pixel-art scaling
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Pixel-style assets should normally use nearest-neighbor scaling.
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Do not use:
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- Bilinear filtering
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- Bicubic filtering
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- Smooth image resizing
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- Automatic antialiasing
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- Fractional scaling where it causes uneven pixels
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Where practical, display pixel assets at integer multiples of their source size:
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- 1×
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- 2×
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- 3×
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- 4×
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An asset authored at 32 × 32 pixels can be displayed at 64 × 64 or 128 × 128 without uneven pixel sizes.
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## Provisional source sizes
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These are recommended starting points, not universal requirements.
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| Asset | Suggested source size |
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|---|---:|
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| Tiny HUD symbol | 16 × 16 or 24 × 24 |
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| Hotbar or item icon | 32 × 32 or 48 × 48 |
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| Shop item icon | 48 × 48 or 64 × 64 |
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| Category icon | 32 × 32 |
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| Fish grid thumbnail | 64 × 48 or 64 × 64 |
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| Larger fish journal art | 192 × 128 or 256 × 192 |
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| Clothing thumbnail | 64 × 64 or 96 × 96 |
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| Interaction prompt icon | 24 × 24 or 32 × 32 |
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| Emote | 64 × 64 or 96 × 96 |
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| UI nine-patch source | Depends on corner radius |
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| Tileable environment texture | 64 × 64, 128 × 128, or 256 × 256 |
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Do not create a 2048 × 2048 image for an icon displayed at 48 pixels.
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## Native-resolution design
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Draw assets at or near their intended source resolution.
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Do not draw a smooth 1000-pixel illustration and shrink it to 32 pixels as the primary icon workflow.
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Shrinking often causes:
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- Muddy edges
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- Inconsistent pixel sizes
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- Unreadable detail
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- Accidental antialiasing
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- Weak silhouettes
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Larger concept or source illustrations are acceptable, but the final pixel asset should be deliberately redrawn or cleaned at its target resolution.
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## Canvas padding
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Icons should include consistent visual padding.
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Unless the issue specifies otherwise:
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- Keep important art away from the outermost pixel
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- Center the visual mass
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- Avoid one icon touching every edge while another occupies half the tile
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- Match the perceived size of related icons, not only their bounding boxes
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Tall and wide objects may use different empty space while still feeling equally prominent.
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## Transparent backgrounds
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Use transparent backgrounds for:
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- Item icons
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- Fish sprites
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- Creature art
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- Clothing thumbnails
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- HUD symbols
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- Decorative overlays
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Do not leave an accidental white or cream rectangle around transparent artwork.
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Inspect edge pixels for:
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- White halos
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- Dark halos
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- Semi-transparent antialiasing
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- Stray pixels
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- Unintended color matte
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## PNG
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Use PNG for:
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- Pixel art
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- Icons
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- Fish art
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- Creature illustrations
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- Clothing thumbnails
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- Environment textures
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- UI raster assets
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PNG should normally use:
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- RGBA when transparency is required
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- RGB when fully opaque
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- No lossy compression
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- No embedded color profile that causes visible palette shifts where avoidable
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## SVG
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Use SVG only when the asset benefits from vector source and is not expected to preserve a strict pixel grid.
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Suitable uses may include:
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- Logo marks
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- Simple scalable symbols
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- Website graphics
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- Temporary UI icons
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- Certain clean interface shapes
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Do not use SVG for pixel art unless the issue explicitly requests it.
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SVG files should:
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- Use simple paths
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- Avoid embedded raster images
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- Avoid external fonts
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- Avoid external dependencies
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- Avoid unnecessary metadata
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- Render correctly in Godot
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## Editable source formats
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Include an editable source file when practical.
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Examples:
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- `.aseprite`
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- `.kra`
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- `.xcf`
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- `.svg`
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- `.afdesign`
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- `.psd`
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The exported PNG or SVG is still required.
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Do not submit only a flattened image when the issue requests editable source layers.
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## Color mode
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Use standard RGB or RGBA color.
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Avoid:
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- CMYK
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- Indexed modes that break transparency unexpectedly
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- Unusual bit depths
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- HDR formats for ordinary interface assets
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## File naming
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Use lowercase names with underscores.
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Good:
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coffee_icon.png
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fish_finder_icon.png
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bluegill_journal.png
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shirt_oversized_navy.png
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grass_olive_tile.png
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Avoid:
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Coffee FINAL.png
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fish2newest.png
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Untitled-1.png
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image.png
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## Godot import expectations
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Pixel assets should normally be imported with:
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- Filtering disabled
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- Mipmaps disabled for UI icons
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- Repeat disabled for ordinary icons
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- Repeat enabled only for textures designed to tile
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- Lossless compression
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- No automatic smoothing
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Environment textures may require mipmaps depending on their use on 3D geometry. That should be tested in-game.
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## Test at actual size
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Always review:
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- Native source resolution
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- Intended integer scale
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- Actual Godot display size
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- Small-window presentation
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- Normal gameplay distance
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A zoomed-in editor view is not enough to judge readability.
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