I’ve never made a game nor do I plan on making one anytime soon, but I’ve always found it cool how much background thinking and implementing goes on to release a game and have it look good on different screens. I did some web design back in the day and I remember getting stuck on having my webpage fit nicely between pc and phone screens. This was a great video for a small channel like yourself
Thanks! Yeah, it's a topic I was also scratching my head over for quite some time. But after releasing one game I can grasp it pretty well, but still learned I learned a lot just by making this video.
You should try signed distance field (SDF) fonts. They are essentially sprite fonts that are infinitely upscalable and only fail at really small sizes.
I usually use a resolution ratio of 1:1 and then I crop and the rectangle the player can be in that triggers camera movement, camera bounds, is relativ to the screen. or if I do not want different sizes, I render a 3D Console, liek a gameboy and then I place the virtuell screen with a shader on the screen mesh and then I fixed it :3
Some interesting approaches, but I predict that localization will be a problem with sprite fonts. Many languages have complex ligatures (multiple characters become one complex character) , composable marks, ... Not sure how this is usually solved for pixel art style game, but I would use a text renderer that correctly handle all the complex rules and post-process it to make it "pixelated"...
Yes, thats true. But that would assume I will support non latin based alphabets (if thats correct term) which I won't do due to lack od resources. If game happens to be success and I can afford proper localiztion, then I will probably also have resources to rework text rendering.
I’ve never made a game nor do I plan on making one anytime soon, but I’ve always found it cool how much background thinking and implementing goes on to release a game and have it look good on different screens. I did some web design back in the day and I remember getting stuck on having my webpage fit nicely between pc and phone screens. This was a great video for a small channel like yourself
Thanks! Yeah, it's a topic I was also scratching my head over for quite some time. But after releasing one game I can grasp it pretty well, but still learned I learned a lot just by making this video.
This is a cliché comment, but I was actually shocked when I finished the video and realized it didn't even have 200 views. Keep up the good work!
Thank You! Glad to hear that.
great video, i enjoyed watching and i have to say your channel is so underrated!
Thank You Very Much! And good luck with Your dream game!
@@undermountain_dev thank you!
You should try signed distance field (SDF) fonts. They are essentially sprite fonts that are infinitely upscalable and only fail at really small sizes.
I usually use a resolution ratio of 1:1 and then I crop and the rectangle the player can be in that triggers camera movement, camera bounds, is relativ to the screen.
or if I do not want different sizes, I render a 3D Console, liek a gameboy and then I place the virtuell screen with a shader on the screen mesh and then I fixed it :3
nice video and good luck on your game👍👍👍👍👍👍👍
Thank You!
Some interesting approaches, but I predict that localization will be a problem with sprite fonts. Many languages have complex ligatures (multiple characters become one complex character) , composable marks, ... Not sure how this is usually solved for pixel art style game, but I would use a text renderer that correctly handle all the complex rules and post-process it to make it "pixelated"...
Yes, thats true. But that would assume I will support non latin based alphabets (if thats correct term) which I won't do due to lack od resources. If game happens to be success and I can afford proper localiztion, then I will probably also have resources to rework text rendering.
underrated
Thanks!
Spooky scary skeleton💀
Im a pixel purist. I cant stand seeing pixel rotate or slip in a game x_x
Understandable. Personally this doesn't bother me so I allow this in my game.
They use a program called pixel renderer
How *do* modern games handle pixel art?
ftfy