In this project, I have a couple of pixel GUI nodes that get scaled in integer intervals as the width of the screen changes. Because it still uses adjust modes, gui.pick_node() still works. The way scale is handled can definitely be improved - it currently just assumes a static default scale and so would override any scaling you apply yourself (e.g. in animations). Should be easy to do.
I was also experimenting with text but that is less important I think. Even for a pixel perfect game I might be tempted to use a regular DF font.
Project in action:
Here’s the project:
pixel_GUI_test.zip (54.1 KB)
For those of you less experienced than me:
Hope this helps!
For those of you more experienced than me:
Anything silly I’m doing here that could be improved? I’ll happily update the example project if so.