Feature Focus: Display scaling

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  • for pixel art games depending on your game's resolution (usually a higher resolution like 854x480) you wouldn't do quality:low, pixel rounding and letterbox scale int.

    1) no one wants to play a windowed game that isn't borderless, otherwise run the risk of making it look like a cheap flash game

    2) low quality does not work well if you do any sort of sprite resizing, it attempts to redraw the sprite. Not to say that stylistically you can't make it work, but just note that resizing sprite fonts can make them illegible.

    3)pixel rounding only works if you are using Scale integer. and I believe if you use any x/ys that are not whole numbers things get wonky. although I don't really remember the main issue, I tried it a while back and everything got skewed so I made sure to use without.

    • I make a lot of pixel art games and I never use the pixel art template as there's more to change in that than in a standard landscape view template. I just changed the sampling to Nearest and I'm done. The only other 'tweak' is layout size and some default values of things are usually a lot larger (i.e. standard sprite's initial size is 250x250px)

    • using Letterbox Scale, upsizes the game nicely and while some of it isn't "exact", it gets the job done. as long as your pixel art resolution is reasonably large, a double line here or there won't do much harm in the overall look. The main dilemma: Standard monitors are 16:9, you cant always divide that evenly depending on your art resolution and how big/small you want your objects to be on the screen (or drawn at).