I’ve never made a game nor do I plan on making one anytime soon, but I’ve always found it cool how much background thinking and implementing goes on to release a game and have it look good on different screens. I did some web design back in the day and I remember getting stuck on having my webpage fit nicely between pc and phone screens. This was a great video for a small channel like yourself
Thanks! Yeah, it's a topic I was also scratching my head over for quite some time. But after releasing one game I can grasp it pretty well, but still learned I learned a lot just by making this video.
You should try signed distance field (SDF) fonts. They are essentially sprite fonts that are infinitely upscalable and only fail at really small sizes.
I usually use a resolution ratio of 1:1 and then I crop and the rectangle the player can be in that triggers camera movement, camera bounds, is relativ to the screen. or if I do not want different sizes, I render a 3D Console, liek a gameboy and then I place the virtuell screen with a shader on the screen mesh and then I fixed it :3
Some interesting approaches, but I predict that localization will be a problem with sprite fonts. Many languages have complex ligatures (multiple characters become one complex character) , composable marks, ... Not sure how this is usually solved for pixel art style game, but I would use a text renderer that correctly handle all the complex rules and post-process it to make it "pixelated"...
Yes, thats true. But that would assume I will support non latin based alphabets (if thats correct term) which I won't do due to lack od resources. If game happens to be success and I can afford proper localiztion, then I will probably also have resources to rework text rendering.
I’ve never made a game nor do I plan on making one anytime soon, but I’ve always found it cool how much background thinking and implementing goes on to release a game and have it look good on different screens. I did some web design back in the day and I remember getting stuck on having my webpage fit nicely between pc and phone screens. This was a great video for a small channel like yourself
Thanks! Yeah, it's a topic I was also scratching my head over for quite some time. But after releasing one game I can grasp it pretty well, but still learned I learned a lot just by making this video.
This is a cliché comment, but I was actually shocked when I finished the video and realized it didn't even have 200 views. Keep up the good work!
Thank You! Glad to hear that.
You should try signed distance field (SDF) fonts. They are essentially sprite fonts that are infinitely upscalable and only fail at really small sizes.
great video, i enjoyed watching and i have to say your channel is so underrated!
Thank You Very Much! And good luck with Your dream game!
@@undermountain_dev thank you!
I usually use a resolution ratio of 1:1 and then I crop and the rectangle the player can be in that triggers camera movement, camera bounds, is relativ to the screen.
or if I do not want different sizes, I render a 3D Console, liek a gameboy and then I place the virtuell screen with a shader on the screen mesh and then I fixed it :3
nice video and good luck on your game👍👍👍👍👍👍👍
Thank You!
underrated
Thanks!
Some interesting approaches, but I predict that localization will be a problem with sprite fonts. Many languages have complex ligatures (multiple characters become one complex character) , composable marks, ... Not sure how this is usually solved for pixel art style game, but I would use a text renderer that correctly handle all the complex rules and post-process it to make it "pixelated"...
Yes, thats true. But that would assume I will support non latin based alphabets (if thats correct term) which I won't do due to lack od resources. If game happens to be success and I can afford proper localiztion, then I will probably also have resources to rework text rendering.
Spooky scary skeleton💀
Im a pixel purist. I cant stand seeing pixel rotate or slip in a game x_x
Understandable. Personally this doesn't bother me so I allow this in my game.
They use a program called pixel renderer
How *do* modern games handle pixel art?
ftfy