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Godot 4.4 Settings for Pixel Art

Project Settings

Window Sizing

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:

1x320x180640x360
2x
640x3601280x720
3x960x5401920x1080
4x1280x7202560x1440
5x1600x9003200x1800
6x1920x10803840x2160
7x2240x1260
8x2560x1440
9x2880x1620
10x3200x1800
11x3520x1980
12x3840x2160

Window Stretching

  1. Mode should be canvas_items
  2. Scaling Mode should be integer

Rendering Sprites

  1.  In the left panel, go to Rendering > Textures
  2. Default Texture Filter should be Nearest

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.

Summary

Now you can start making your pixel art games without having to worry about it looking odd.

  • Project > Project Settings...
  • Turn on Advanced Settings
  • Display > Window > Viewport = 640x360
  • Display > Window > Window Override = 1280x720
  • Display > Window > Mode = canvas_items
  • Display > Window > Scale Mode = integer
  • Rendering > Textures > Default Texture Filter = Nearest

Thanks for reading.

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