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So I'm pondering wether I want my Godot game to have native size 1920x1080 or 640x360 The overworld will have 16x16 tiles and characters, but I wanted to draw non-pixelart character portraits for dialogue. How would you do it? #gamedev | #GodotEngine | #pixelart | #indiedev

HD gives me the ability to make big portraits, but I have to scale up sprites, either from aseprite or in-editor directly, while lower res demands less memory, but portraits are gonna be lowres too. I'm drawing a prototype portrait rn I should be able to go lowres but I wanted to hear your thoughts

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so my project for godot wild jam 95, I did 16x16 pixel art tiles, but I wanted to do a CRT shader over top of that, so what I did was have the camera zoomed in in the game world with tiled art, and have other assets on a separate canvas layer (not zoomed)

This approach can have issues with camera movement and movement in general IF you care about avoiding subpixel movement. You will have to correct for subpixel motion manually if you decide to go this route and care about that.