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Author Topic: Appropriate screen resolution and pixel art?  (Read 6025 times)

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Inkbird

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Appropriate screen resolution and pixel art?
« on: March 10, 2014, 01:45:24 PM »
Hey guys i was roughing out some concepts for a game last night and was wondering for those you who have shipped a game like kyle or anything. When making your game do you take into consideration that your game will be played on different monitors/resolutions that could affect the art quality? What is the best resolution for making pixel art and does it make sense to write a function that gets the screen resolution and scale the game to size or what? Just trying to avoid the problem of a game looking fine on one screen and blurry or stretched on a another.

Kyle

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Re: Appropriate screen resolution and pixel art?
« Reply #1 on: March 11, 2014, 09:22:00 AM »
When doing pixel art I've usually stuck to either 320 x 240, or 640 x 480.  These days you can bet on most people having wide screen monitors and choose a resolution that is 16:9 or 16:10.  You can try to always scale the window to be a multiple of 2 to make sure the pixels stay in tact.  For example, Offspring Fling is 640 x 480, and it has a 2x window mode, and also a full screen stretch and a full screen "maintain aspect ratio" mode.

Otter has built in support for maintaining the aspect ratio if you resize the window.  You can also scale the window with SetWindowScale.