Pixel art has always been a trend with indie developers because it’s easy to learn, doesn’t require a lot of cpu or gpu power, and can look great.
I wanted to bring up a question that I’ve been thinking about for a while. A lot of newer, more modern indie pixel art games feel very fluid, almost as things move at a float pixel rate instead of a 1x1 pixel.
Anyone who has tried to make this type of game has run into “why does my camera jitter” or “why does every look like it’s stuttering when moving on screen”. Do developers draw their pixel art at, say 640x360 and then scale everything up to 4-8x in game? Or are we missing a trick somewhere? Is it a bad idea to do something like that?
I’m currently trying it with varying degrees of success. Things like tilemaps, unfortunately can’t be scaled, so they need to be brought in at 4x increasing memory. However it’s still heaps less than it would be if it were a high-res game.
So my question is, how do games like hyper light drifter or titan souls look like pixel art but REACT like high Rez?