Picking a Game Resolution

Поділитися
Вставка
  • Опубліковано 26 жов 2024

КОМЕНТАРІ • 28

  • @davymachinegun5130
    @davymachinegun5130 2 роки тому +30

    480x352 seems like a weird choice since it's only 8 pixels away from 480x360 which is the proper 4:3 aspect ratio. 360p is also known for scaling better to 1080p full screen.

    • @LunaCelyn
      @LunaCelyn 2 роки тому +3

      It is UNLESS there is a title bar and a task bar.

  • @davidmurphy563
    @davidmurphy563 3 роки тому +5

    Excellent sum up, thank you.

  • @jerodburnett6422
    @jerodburnett6422 3 роки тому +13

    I could be wrong but I believe you could render the font on a separate view port, that way it won't be affected by the games internal resolution

  • @Chevifier
    @Chevifier 3 роки тому +27

    You could think of the width and height setting as the internal resolution and the test width and height as the "physical" resolution. i.e what screen resolution its expected to run on.

  • @realMenta
    @realMenta 2 роки тому +2

    Really good and simple video. Thanks!

  • @Structed
    @Structed 2 роки тому +1

    Cheers! Very helpful tip with the scaling options. It fixed my scaling issues I came here for 😂

  • @pros_0143
    @pros_0143 3 роки тому +3

    Thanks king👑

  • @lkasikakalus123
    @lkasikakalus123 3 роки тому +6

    can you make tut about how to get the right pixel scale when full screen?

  • @5dragoncompany134
    @5dragoncompany134 3 роки тому +2

    Thank you man)) Nice content))

  • @PortStingray
    @PortStingray 4 місяці тому

    Tysm, I was looking for a good size until i found viewpoint

  • @flowekk4181
    @flowekk4181 3 роки тому +1

    Great, thank you!

  • @fanartzone928
    @fanartzone928 3 роки тому +5

    what if my basic assets are something like 500x500 pixels, then i resize them to smaller res, put into godot but set the game res (test window) to something like you had, 960x704 or whatever. will it affect the quality (lower the quality) of the assets when someone is playing the game in 960x704?

    • @jontopielski6227
      @jontopielski6227  3 роки тому +4

      Hmmm I'm not sure I fully understand the question but I'll just mention a couple of things. If you have a base resolution of, let's say, 320 x 180 and all your assets are created to fit inside the 320 x 180 resolution, then having a test resolution of an integer multiple of that base resolution (let's say 3: 320 x 3 and 180 x 3 = 960 x 540) will result in a clean scaling of the game since every pixel is being enlarged by the same amount. If you're at 320 x 180 and you multiply by a non-integer value (let's say 1.5 = 480 x 270) then some of your art might look distorted because a pixel cannot be enlarged by 1.5, so sometimes it will enlarge and other times it won't.

    • @fanartzone928
      @fanartzone928 3 роки тому +2

      @@jontopielski6227 to clarify what i wanted to say. if i have base res for egzample 320x180 but my assets are a lot bigger then i will have to downsize them to fit the 320x180. so they are downsized 1 time to fit it. but then when player has a bigger test resolution it scales to make it bigger. i was curious if this will make the assets lose quality. i want to say that my assets are not made in computer. they are hand drawn-scanned-edited in krita pieces. their size is in general aroun 600x500 pixels. and so far all of them are main character sprite sheets. Sorry if its complicated.

    • @ollie-d
      @ollie-d 3 роки тому +4

      ​@@fanartzone928 If you're working with a canvas smaller than your sprites you should downsample your sprites I think. I think it's safer to downsample them using your image editor and fix any weird glitches before importing them into Godot. Otherwise you can just use a larger scale 16:9 resolution like 1920x1080 if your game is going to be played in larger resolutions so that you can take advantage of your drawings in their original resolutions. I have no experience with this, just giving my thoughts

  • @Jupedanimaciones
    @Jupedanimaciones 3 роки тому +1

    Great video!!

  • @Gluosnis9
    @Gluosnis9 Рік тому

    No tutorial shows how to make your 2d game nicely fill the screen at different aspect ratios.

  • @shindig9000
    @shindig9000 Рік тому +1

    What are your tips on finding fonts that work like that?

  • @Haykke
    @Haykke Рік тому

    Great vid m8

  • @switch3
    @switch3 2 роки тому +4

    Any ways to get the best of both worlds? To have pixel perfect graphics using the Viewport stretch mode while preventing pixel snapping during movements.

  • @nts_nattersia7276
    @nts_nattersia7276 Рік тому

    thank!

  • @youtAccMe
    @youtAccMe 2 роки тому +3

    So basically, for picking a resolution (canva size) for my game if i pick for example 320x180 res it's going to scale up to 1920x1080 by itself when i build the game and play it in a pc monitor right?
    Also, for making something like 2d shooters where you have a rotating weapon, pixels get distorted when the gun sprite gets rotated so should i just pick a big resolution and scale up everything to resolve the issue ?

    • @alexrocha2444
      @alexrocha2444 2 роки тому +1

      i tried 320x160 for scale to 1280x640, that's good for me

  • @TheMaJestic14
    @TheMaJestic14 2 роки тому

    do you still have that 8bit font XD

    • @jontopielski6227
      @jontopielski6227  2 роки тому

      I'm not sure which font it is, but most of my fonts are grabbed from this site: www.pentacom.jp/pentacom/bitfontmaker2/gallery/

  • @gofastutos
    @gofastutos 2 роки тому

    And that become worse with mobile games 😄