How to handle scaling to different resolutions?
Posted: Wed Jan 02, 2019 7:57 am
I'm making a pixel art game for let's say, 1280x720. I'm using the Push library to scale the virtual resolution to whatever the monitor's resolution is. When upscaled to something like 1920x1080 some of the sprites get slightly distorted or changed. I understand why that happens but what's the best solution for this problem?
One way I can think of is to not upscale it at all which would create a larger viewport showing more map area on the screen. Another way is to create assets for different resolutions which I honestly can't afford to do. Just wondering how you guys handle this for your games and also does anyone know how other games like stardew valley handle this? Do they upscale the resolution or just make the viewport bigger? Thanks.
One way I can think of is to not upscale it at all which would create a larger viewport showing more map area on the screen. Another way is to create assets for different resolutions which I honestly can't afford to do. Just wondering how you guys handle this for your games and also does anyone know how other games like stardew valley handle this? Do they upscale the resolution or just make the viewport bigger? Thanks.