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This project is a tutorial on how to set up games with pixel art aesthetics using Godot 4.3.
There's only one scene in this project, which is the where the result of the setup can be visualized.
Further in this README are described the steps followed to be able to acquire the desired appearence in this project.
Project Settings
Initial width and height
The initial width (display/window/size/viewport_width) andheight (display/window/size/viewport_height) of the project should beset to the desired low resolution values. In the case of this project theyare256 by144 pixels, which is a16:9 compatible resolution.
Width and height override
The width (display/window/size/window_width_override) andheight (display/window/size/window_height_override) override values shouldcorrespond to the size of the game viewport when scaled.
Such properties must be set so that the project is scaled up andnot shown in a tiny window.
In this project those values are1280 by720 pixels, which corresponds to5 times the original width and height.
Scretch mode
The scretch mode (display/window/stretch/mode) should be set to"canvas_items" or"viewport" so that the game isn't distorted whenscaled up or down. In this project the"viewport" value was chosen,since it is usually the most recommend for pixel art games.
Texture filter
For pixel art aesthetics, the texture rendering method(rendering/textures/canvas_textures/default_texture_filter) must beset to the"nearest" value, instead of the default"linear" value,which makes scaled textures look blurry.
About
This project is a tutorial on how to set up games with pixel art aesthetics using Godot 4.3.