I would really LOVE to know how you managed to create the cameras for your pixel art games. The default camera2D node in godot doesnt go well with pixel art style games and i have been struggling to create a proper pixel perfect camera.
I don’t usually do much to the camera once my settings are set for a pixel-perfect game. Sometimes I’ll just enable smoothing on it. To get those pixel perfect settings on Godot 3.X, I set the window mode to viewport stretch, set a test resolution to 2-3x the base resolution, and enable GPU pixel snap. I also lately have been using an add-on for integer resolution scaling, which adds black bars to the edges. With these enabled, the camera should be consistent with the pixel perfect settings. I have heard of issues with pixel perfect on Godot 4.0, so hopefully that gets resolved soon.
Also, is there any way that you could post some videos about how you made some of these games? I am intrigued by the pixel art style of the games and would like to know more. As a fellow Godot developer, I would really appreciate this!
What kind of video do you think would be best? I find it hard to record footage while I'm developing the game so I don't think a typical devlog featuring in progress clips would be possible. What if I recorded myself going through the completed project in Godot and talking high level about how each system was implemented? Or, maybe a tutorial where I re-implement a specific feature? Let me know what you think.
@@jontopielski6227 if you did a video talking about/going through your into the deepweb game, that would be helpful for me; trying to do an atb system right now
Awesome reel! With regards to Feather Park, how do you achieve that look? Is it 3D or stacked sprites like your previous tutorial? And how do you get it to have that pixelated style?
Stacked sprites! The pixelation comes from using "viewport" mode in the Godot window settings as opposed to 2D. That way, the pixels snap to the base resolution.
YOOO THIS SO GOOD :OOOO
Amazing skills 🌟
Thank you for your work. Great games, great tutorials!
only 72h for thwack?! wow, this is impressive!
are you using physics equations to simulate the ball movement & height?
super inspirational! thank you and happy new year
Good stuff; my favorites were Cave Buster and Feather Park
I would really LOVE to know how you managed to create the cameras for your pixel art games. The default camera2D node in godot doesnt go well with pixel art style games and i have been struggling to create a proper pixel perfect camera.
I don’t usually do much to the camera once my settings are set for a pixel-perfect game. Sometimes I’ll just enable smoothing on it.
To get those pixel perfect settings on Godot 3.X, I set the window mode to viewport stretch, set a test resolution to 2-3x the base resolution, and enable GPU pixel snap. I also lately have been using an add-on for integer resolution scaling, which adds black bars to the edges.
With these enabled, the camera should be consistent with the pixel perfect settings. I have heard of issues with pixel perfect on Godot 4.0, so hopefully that gets resolved soon.
@@jontopielski6227 when you set your settings does the camera ever jitter? i have an issue where when i have camera smoothing on its really jittery
@@tobyash I haven't noticed any jittering or anything like that
Also, is there any way that you could post some videos about how you made some of these games? I am intrigued by the pixel art style of the games and would like to know more. As a fellow Godot developer, I would really appreciate this!
What kind of video do you think would be best? I find it hard to record footage while I'm developing the game so I don't think a typical devlog featuring in progress clips would be possible.
What if I recorded myself going through the completed project in Godot and talking high level about how each system was implemented? Or, maybe a tutorial where I re-implement a specific feature? Let me know what you think.
@@jontopielski6227 Honestly anything would work. A combination of both ideas that you mentioned would be nice. Thanks for responding! :)
@@jontopielski6227 if you did a video talking about/going through your into the deepweb game, that would be helpful for me; trying to do an atb system right now
Awesome reel! With regards to Feather Park, how do you achieve that look? Is it 3D or stacked sprites like your previous tutorial? And how do you get it to have that pixelated style?
Stacked sprites! The pixelation comes from using "viewport" mode in the Godot window settings as opposed to 2D. That way, the pixels snap to the base resolution.
@@jontopielski6227 Awesome, thanks! If you ever do a video covering development of some of your jam games, that would be an instant watch ;)
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