Ah, yes. Do try that. Then also try the other things again.
pixel art not working
I think for 2D games you want the Window Stretch mode to be 2D with Aspect Keep Height. However, if you are using pixel art, it will be scaled (since the resolution you created the game at and the monitor resolution are different, this is unavoidable). Using filter on the textures will fix this, but result in a blurry appearance. But provided that the art resolution and the monitor resolution are not the same size (or even multiples of 2) then you will have to take special steps to mitigate this. If you can send me the project (in a PM if you want) I can probably fix it for you.
- Edited
Looks like my Godot Super Scaling add-on can somewhat fix this. The problem is with uneven scaling of pixel sprites, which will always be an issue in any engine (unless you scale by multiples of 2). However, with Godot Super Scaling, you can upscale the graphics, then downscale them back to native resolution and it looks much better. Still not perfect, but it doesn't look broken.
You can download the add-on from within the Godot Asset Library in the Godot Editor. Add the Super Scaling scene to your game scene, then place all of the game itself in a new Node2D node and link that in the Super Scaling property. Be sure to set Usage to 2D and the best settings are Scale Factor 2 and Smoothness 1. And check Enable On Play. Also make sure all your images have Filter turned Off. Hope that helps.
thank you Cyb!
but i still dont understand why the engine just does not fit the black bars to the monitor resolution.
ok i found this code and works, just fitting the black bars.
https://gist.github.com/atomius0/42b5605e9f4e5b171076cd0c4453d4bb
but im getting two warnings and i dont know how to fix it, even if it is necessary, could you help me?
Set Stretch Mode set to 2D and Aspect to Keep Height. Those are the correct settings for 2D desktop games. However, you have to setup your scenes properly so they are resolution independent. Mostly this means putting things in Control nodes (with the proper Layout option) and doing some work to make sure things are placed properly (you can't use absolute x/y position, either rely on the automatic position, or do calculations based on current window dimensions. For example, hacked this together with your project.
bro, i just copy and paste the atomius0 script, changed the res to 1920*1080 and works like a charm, in any monitor
why godot does not do this automatic?
fullscreen:
@Zelta said: why godot does not do this automatic?
There's a proposal for this: https://github.com/godotengine/godot-proposals/issues/1666
I should be able to add integer scaling to my add-on. It would be pretty easy, and I can do it without black bars.
pixel art fullscreen still not working in 3.5.1. It's been over a year
i really like godot and try to be patient but at this point, im so frustrated
it works in godot 4?
No, they didn't add pixel perfect rendering (integer scaling). It was discussed but they didn't add it to the core since it can be done as an add-on.
cybereality what addon Cyb?
- Edited
cybereality ok i installed this one and works good. just adding bigger black bars
https://github.com/Yukitty/godot-addon-integer_resolution_handler
i think pixel art should be perfect no matter resolution, without addons plugins wahetever.
not adding this to the core version seems a big mistake to me. dont hate me please, just my opinion.
Zelta i think pixel art should be perfect no matter resolution, without addons plugins wahetever.
not adding this to the core version seems a big mistake to me. dont hate me please, just my opinion.
While the thought is nice, it's also important to understand that every single feature added to the core increases the technical debt(potential for bugs and the overhead of code to maintain for an example). So the consideration of 'can this be done as an add-on/plugin instead' certainly does make valid sense too.
Note that there has also been some discussion over having some plugins as officially maintained repository as well. No decision as far as I'm aware yet, but some of them could even be bundled along with the release by default in the future. In that case for the end user, especially if the bundled plugins would be enabled by default it wouldn't be any different in practice from those features being included in core.