How do modern games handle pixel art?

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  • เผยแพร่เมื่อ 24 พ.ย. 2024

ความคิดเห็น • 20

  • @HeckyeaVids
    @HeckyeaVids 3 หลายเดือนก่อน +19

    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

    • @undermountain_dev
      @undermountain_dev  3 หลายเดือนก่อน +1

      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.

  • @dressedmolerat
    @dressedmolerat 3 หลายเดือนก่อน +23

    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!

  • @FlukyDev
    @FlukyDev 4 หลายเดือนก่อน +5

    great video, i enjoyed watching and i have to say your channel is so underrated!

    • @undermountain_dev
      @undermountain_dev  4 หลายเดือนก่อน +2

      Thank You Very Much! And good luck with Your dream game!

    • @FlukyDev
      @FlukyDev 4 หลายเดือนก่อน

      @@undermountain_dev thank you!

  • @weasel.3683
    @weasel.3683 9 วันที่ผ่านมา +1

    You should try signed distance field (SDF) fonts. They are essentially sprite fonts that are infinitely upscalable and only fail at really small sizes.

  • @aSameplayer
    @aSameplayer 11 วันที่ผ่านมา

    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

  • @depp9111
    @depp9111 4 หลายเดือนก่อน +2

    nice video and good luck on your game👍👍👍👍👍👍👍

  • @bl2575
    @bl2575 หลายเดือนก่อน +2

    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"...

    • @undermountain_dev
      @undermountain_dev  หลายเดือนก่อน +3

      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.

  • @InexplicableVibes
    @InexplicableVibes 3 หลายเดือนก่อน +3

    underrated

  • @piteroix
    @piteroix 4 หลายเดือนก่อน +4

    Spooky scary skeleton💀

  • @PootCoinSol
    @PootCoinSol 3 หลายเดือนก่อน +5

    Im a pixel purist. I cant stand seeing pixel rotate or slip in a game x_x

    • @undermountain_dev
      @undermountain_dev  3 หลายเดือนก่อน +5

      Understandable. Personally this doesn't bother me so I allow this in my game.

  • @jasonl9266
    @jasonl9266 หลายเดือนก่อน +1

    They use a program called pixel renderer

  • @elgoog-the-third
    @elgoog-the-third 2 หลายเดือนก่อน

    How *do* modern games handle pixel art?
    ftfy