Jitter-free Pixel Art Scaling in Godot Engine

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Thank you all so much for your support!
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Thank you for sharing this
I hope some of you find this useful

CptAkorian
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Whenever I hear "GOOD MORNING AFTERNOON OR EVENING WHEREVER AND WHENEVER YOU ARE" I get a small smile on my face :D

nadavram
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Thanks for sharing my artwork and links! I really appreciated it :D

ansimuz
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It's so great seeing you back on YouTube again! Thanks for these Godot tutorials!

PaoloMunoz
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Your videos are a seriously huge help on my godot journey! Thank you so much for taking the time to share your knowledge :)

flatline-timer
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You have the best intro line. Never fails to make me smile.

vaishnav_mallya
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If someone else has the issue with "seams" appearing at the edges of sprites with this shader: Try making sure that the imported images have an atleast one pixel wide transparent border. The seams only appear with sprites which are touching their image borders. This is especially annoying with tilesets. You can work around it though by spacing the tiles on the image file and defining the regions in Godot accurately.

starbi
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This is I love your tutorials of Godot Engine!!! You should do more Godot

jcyirmeyah
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YES, the thing I wanted to know!!!
Probably, one of the next things is dynamic camera resolution and the game window scaling?

NeZversSounds
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I seeee... HeartBeast is back to save more lives! :D Great!

DrujdCZ
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Thanks for sharing. Also, very great that you give credits to the creators! <3

GameDevPodcast
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I see a HeartBeast video, i clicked and like.

BTrainStudio
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very cool! i test it, much better than default

cmds.learning
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This is a fantastic solution, thank you very much. Should solve my issue with scaling pixel art >360p to both 720p and 1080p.

sw
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If you cant get this to work for what ever reason it may be, there is a plugin called integer resolution handler, were you can set your resolution to "snap" to your pixel art. It's not as good as this but definitely the next best thing. I use it because my pixel art resolution ratio doesn't match my monitor resolution ration very well

christophersootoo
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What if I already have shaders in my sprite? Can we use 2 shaders in one node?

Nobody-fmch
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This jitter is not only present when zooming pixel graphics, you can also see it when your game is not optimized for the screen it is running on. Let's say you have a base resolution of 224p, you could use a shader to apply such sharp-bilinear-filter, but if you look closely you still see the imperfection. There is actually only one base resolution (180p) that fits both 1080p and 720p. But 180p is probably to small for most games and doubling it to 360p might be to large. The only real solution is to use a dynamic viewport that fits the screen where the camera distance is adjusted to ensure the individual pixels are always square (2x2, 3x3, 4x4, etc). If you want to have dynamic zooms between those pixel sizes you still can apply the shader.

MeDjezze
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I primarily use Gamemaker Studio, and so I was wondering if you're done with Gamemaker Studio tutorials? Great vid btw :D

yummyninjaa
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is there a way to avoid adding this to every sprite? are there any performance concerns? can you add this to things like a tileset?

hamoom
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Great video!
But why it's still in 720p?

igorthelight