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(2 edits)

A rather excellent question!!!  I would be QUITE happy to give you plenty of examples of how a 2x1 pixel-aspect ratio is made, RADIOACTIVE 2069, as it would be such a most absolute pleasure to help you out indeed.  Follow me.  ;)

The 2x1 pixel-aspect ratio can best be thought of as something called “double-wide pixels” (or, if you will, two normal square pixels being smushed and glued together right next to each other horizontally in order to really give the impression of a single ‘dot’), so that the pixels are not always square in that regard.  Here are some screenshots that are shown from some classic games on the Amstrad CPC and c64 to give you an example what I clearly mean:

  • Fruity Frank (Amstrad CPC; Kuma Software, 1984)
  • Rick Dangerous (Amstrad CPC; Core Design, 1989)
  • Cybernoid II (Amstrad CPC; Hewson Consultants, 1988)
  • Mega Apocalypse (Commodore 64; Martech, 1987) (Loading Screen)
  • Crush (Commodore 64; Smash Designs, 1999) (Loading Screen)

This exact method of pixelling is *rather* plain historically important where both retro-gaming and classic computers (especially the c64, Amstrad CPC, and even the Atari 8-bit home computers, too!!  ;) ) are concerned... and it even dates wayyyyyyyy rather back to the splendidly good ‘ol Atari 2600 in the late 1970s, too!!!  ^-^=b !!!


Speaking about the Atari 2600 itself, here are some videos of some great classic games that perfectly illustrate the smooth active movements in the form of a 2x1 pixel-ratio aspect on that system, as further proof of this as a cleverly amazing form of pixel-art that is fondly cherished upon even to this rather day:


I hope this all makes some insightfully clear sense in what a 2x1 pixel-aspect ratio truly is, and may it all inspire you even further for my Wide-Dot Pixel Game Jam 2017 here that I am talking about.  Thank you ever so very much for that wonderfully most awesome question, RADIOACTIVE 2069, and quite a rather pleasure to meet you, too!!!  (^-^)v !!