Low Res Project Settings in Godot 4.3
🟥🟩🟦
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.
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.
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.
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.
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.