I’m working on a project that’s likely going to be using pixel art for the majority of its assets, with non-pixel art fonts for text, and a few non-pixel art assets. The project size is 960 x 540, and I was going to create the art at 256 x 144 then upscale 4x to 960 to provide a nice chunky pixel.
I’m wondering if it’s better to scale the game objects (as you can’t scale sprites in the editor) or to provide assets exported at 4x resolution and avoid scaling in the editor altogether. My concern with providing 4x assets is the size of the resulting atlases, memory issues, etc., as you can pack an awful lot of 1x sprites into a 2048x2048 atlas.
Also, where would I apply the nearest neighbour scaling to ensure the pixel art remains crisp but doesn’t impact non-pixel art and type? I’m not seeing anything associated with the image, atlas or game object to indicate the scaling algorithm.
Addendum: I did look at Adapting Graphics to Screen Size but this appears to scale and render everything via fixed projection, and applies the nearest-neighbour filter as the project default.
Never mind. After a bit of experimenting I think I was overthinking it.
The type/df-fonts and majority of non-pixel-art assets will be used within a GUI which appears to render just fine as I can’t see any difference between the linear and nearest graphics project settings reflected in the GUI. Using fixed projection, zoom = x scaled everything but the GUI layer, so I just need to design non-GUI elements with that scale factor in mind.
Once again I’m pleasantly reminded that most things in Defold just work.