(Yeah, this is a lot of work, but gives you the most options to control the look & feel of the game) With that, we might be able to help tune the camera behaviour to compensate (or your game might just flat-out require more visibility)Ĭreate alternate assets at a different resolution. If you decide to go this route, try sharing some details of your gameplay and current camera, and an example scene. You may by able to compensate for this with camera logic, having the view pan to follow or anticipate the player, so the important content is still visible in one screen at the smaller crop, but there's no universal best camera to use. by making it hard for the player to see the places they need to double-jump to. This too can affect how the game plays, eg. Scale up by 2x and crop your scene, so the player sees less of the scene at a time (about 3/4 as far as they could see before). does it give players on some devices an unfair advantage or let them spot secrets they shouldn't see so easily?) This reduces the padding/letterboxing needed, but you'll have to evaluate whether it impacts how the game plays You may be able to extend the cropping, showing more of your scene at a time on high-res screens. Tolerate 1x scale, showing your game in a window 1/3 smaller than the screen, adding decorative borders if you need to fill the space. Unfortunately the 1.5x ratio between 720p and 1080p is the worst case scenario we can encounter.Īs you note, scaling 1x is too small and 2x is too big, by just as wide a margin both ways, and there's no whole-numbered scaling ratio in between for us to choose. Using a filtering mode that blends adjacent pixels will avoid the ripples, but smear and blur the pixel art instead, so it's also not very desirable. And in motion these artifacts can crawl across a sprite, making it look shimmery. It's playable, but it's lost that charming pixel art crispness. Check out the inconsistency in the numbers from the scaled example on the right, and how garbled the leaf and Mario's ear look. If we just scale a pixel art game from 720 to 1080 at runtime (the way a typical game camera might), we get artifacts because of the non-integer ratio of screen pixels per source texel. For anyone wondering why this is an issue for pixel art, here's a quick example using a scene from Super Mario World:
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