Game Dev Secrets: Resolution! #indiegamedev #gamedev

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The game that I'm developing as an indie game dev is called Isadora's Edge! A 2D Pixel Art platformer game, that I'm developing in the Godot Game Engine! If you're new to Godot or have any questions about Godot or game dev in general, feel free to ask me! #indiegame #gamedesign #godot #godotengine #gaming #gamedevelopment #pixelart #gameengine
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Fun fact: Celeste uses 320 x180.

There's this Medium article Noel (from EXOK) wrote that, because the game is so tiny, they managed to put ALL POSSIBLE SHADOWS IN THE GAME into a single 2048x2048 texture and refer to it to mask the light.

It's called Remaking Celeste's Lighting and it's an interesting read.

trayhl
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and then someone turns up with an ultrawide monitor (the bane of every devs existence)

johannesviljoen
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Step 1: upscale to nearest nice number
Step 2: black borders around the edges
Step 3: now you have space for subway surfers gameplay
Step 4: profit

virtualnuke-blym
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I think that some games also have a scaling method where it fits to height, then renders the sides to the left and right of the screen, to get fullscreen.

shikoikurogami
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I was anxiously waiting until the end of the video, glad i made the right choice of 320 by 180
I have watched many videos that talk about this subject, and this one was the clearest by far
edit:I fixed it, my bad haha

RKIOrbMage
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What’s interesting about a lot of pixel art games (especially ones actually emulating the old NES / SNES style) specifically is that a lot of them have an option for pixel scaling, which is usually set to “FULL” which fits the entire screen, but CAN be set to 1 to 1– which is almost always microscopic like said in the video

mightykingwario
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oh my GOSH this is the only answer I've wanted for so long. every time I tried to figure out what resolution I should make a game in I never get the answer I'm looking for, but you finally answered it. THANK YOU

Though I gave up and decided to start working in 3D so maybe next time? 😅

Neobot
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This is the best part of this channel it helps other developers and understanding for how games are made

IzzyTheFay
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You can also use viewport reshaping so that the size of the window won't change the scale factor of the pixels outside of a whole number. What it would instead do is adjust the width or height of the window as needed which would show or hide more of the game scene.

Naturally, this is harder to do than just picking a resolution that fits most screens.

Kio_Kurashi
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Worst case scenario you can always just add black bars
Not a perfect solution but it is A solution
Enter The Dungeon does that in Pixel Perfect resolution mode

MistressNebula
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Holy, I'm seriously disturbed by how GOOD this video was, it answer so many of my questions.

AndreHora
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fun fact: there is this really new concept that has never been seen before for screens, a dropdown menu to select what your resolution should be. totally original, never been done before.

MrOliPantz
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Thank you for showing us about how making games works in some ways its cool to learn

ZefoniusLinestraf
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In my case I use a combination of integer scaling, borders and adjusting resolution before scaling:
- The View is always scaled to a round number and it's resolution is determined with window/screen resolution.
- The World always match fixed constrains and is rendered with overscan borders
- The UI can be moved in the overscan area, it makes rooms to see more of the World, however if CRT effects is intended, it breaks the ilusion.

ypetremann
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This is actually so amazing for me to see this right now. I’m working on a concept art for a fps survival horror game I want to make in the future and had NO CLUE what size to make my canvas for it because I knew pixel art was finicky with this stuff.

camrendilbeck
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I love your game development shorts and have been watching for a while, but this is the first time I have heard the name of your game and saw it was on Steam in some capacity. I will definitely check it out!

the_rts
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Cinema Initiatives standard defines a 2K format with a resolution of 2048 × 1080

MaliciousMint
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Im so looking forward to the launch of Isadoras edge

Suschicken
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There's a way to scale up crisp pixel art with a fractional upscale ratio. It's weird that no-one uses or even knows about it: you just need to upscale it twice.

First, upscale with the biggest integer factor with point interpolation, and then upscale _that_ to the target resolution with linear filtering. You get a real nice combo of crisp pixels BUT with enough smoothing to prevent weird sometimes offset pixel edges. And you won't notice any blur either.

Say you have an original resolution of 349x196 (very weird, yes, but for the sake of example). Compared to 1080p, it's about ~5.5X. So, first do an integer upscale with point filtering to 5X (or 1745x980), and then do a linear filtering upscale to 1080p.

I use this on all the pixel art games I make and it looks miles better than just point filter upscale to target resolution, and it evades the possible black areas, or even the need to think about base resolution. You only need think about what base resolution fits your game and bang that's it.

janikarkkainen
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USEFULLL
Thank you so much for the tip! ^^ I'll have to try to remember this when I make a game next! <3

jellycore