+1 vote

I am making a physics-based game in pixel art. Due to the nature of the game, objects will rotate unpredictably, so manually rotating the sprites through animation is simply impossible. My solution was to just render the game in a low resolution so that no matter what everything retains a pixel-y look. However, despite turning on Pixel Snap, I get all sorts of weird artifacts when sprites move around the screen - all the pixels will get stretched or squashed in weird directions. I just want my game to render as a perfect grid of consistent pixels, like any retro game on a low-res screen. I can send some images or gifs if it helps to explain. Does anyone know if there's something I'm missing? Thanks in advance :)

in Engine by (67 points)

1 Answer

0 votes

There's no built-in way to enforce integer scaling in Godot yet. See this GitHub issue: https://github.com/godotengine/godot/issues/6506

by (12,835 points)
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