Posted September 29, 2024 by Turaku
#Godot #Pixel Art #Settings
320x180 and 640x360 can scale up to common monitor resolutions including 1920x1080, 2560x1440, and 3840x2160 while still being a reasonable size for sprites. This scaling will prevent your pixels from squashing on most full screen monitors.
Here's are the possible resolutions your game can have depending on the viewport size:
1x | 320x180 | 640x360 |
2x | 640x360 | 1280x720 |
3x | 960x540 | 1920x1080 |
4x | 1280x720 | 2560x1440 |
5x | 1600x900 | 3200x1800 |
6x | 1920x1080 | 3840x2160 |
7x | 2240x1260 | |
8x | 2560x1440 | |
9x | 2880x1620 | |
10x | 3200x1800 | |
11x | 3520x1980 | |
12x | 3840x2160 |
I also recommend using Aseprite Wizard if you use Aseprite for pixel art. It will allow you to easily export Aseprite files, including animations without having to go through the trouble of labeling the spritesheet. It will also set the texture filter for every sprite you import to linear.
Now you can start making your pixel art games without having to worry about it looking odd.
Thanks for reading.