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This project is a tutorial on how to set up games with pixel art aesthetics using Godot 4.3.

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Petit Pixels

Low Res Project Settings in Godot 4.3

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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) and height (display/window/size/viewport_height) of the project should be set to the desired low resolution values. In the case of this project they are 256 by 144 pixels, which is a 16:9 compatible resolution.

Width and height override

The width (display/window/size/window_width_override) and height (display/window/size/window_height_override) override values should correspond to the size of the game viewport when scaled.

Such properties must be set so that the project is scaled up and not shown in a tiny window.

In this project those values are 1280 by 720 pixels, which corresponds to 5 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 when scaled 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 be set to the "nearest" value, instead of the default "linear" value, which makes scaled textures look blurry.

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This project is a tutorial on how to set up games with pixel art aesthetics using Godot 4.3.

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