Hey Everyone!!!!!! 🙂

I've recently been looking into using Godot to make some simple games, and I've been liking it a lot so far.
However, I've been having a slight issue: I can't find a good way to scale the resolution of my game by only integer amounts. I have found a number of scripts online that work - but only when the stretch mode is set to "viewport". This would be fine, but the viewport stretch mode makes my text look blurry.

So, does anyone know a good way of coding integer resolution scaling that works in the 2d stretch mode?
Thanks!

    You have to be careful what sizes you use. Just like any graphic, if it is small and you stretch it larger you get pronounced aliasing. If it is large and you squeeze it down then you can sometimes see undesirable artifacts as well.

    I just went through this. Turns out I have to set my projectSettings/Window size to 3840x2160 (the largest I've ever seen for a display) then make sure scaling is enabled one whatever objects I want to scale (Called Expand I believe)

    Even though I don't run fullscreen (usually) everything shows up perfectly at 1024x768 or whatever I set the window size to or if I just go fullscreen. of course Aspect Ratio is always something to watch for but I can't really remember what the various settings for that are (usually its on the display object settings)

    owls_again Generally you should aim for a 16:9 ratio on pixels for your display. That will ensure it looks good on all devices and stretch accordingly.
    16:9 Aspect Ratio Primer

    as for text, sometimes fonts love to take the scale of an object that their label is "owned" by. So if a parent object has scale of x multipled by 5, this happens to the font by default when you drop it in. May want to explore Dafont's large collection of 100% free fonts (make sure they don't require a license) and play around. Godot's default font.... uh.... sucks. For lack of a better word.

    I think most Godot devs usually use different fonts than the default. Have you loaded any new font files yet or are we talking default godot?

    Also - the outline feature on fonts is helpful for making text POP better.