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How to make the game 64 by 64

A topic by D I M A created 48 days ago Views: 3,502 Replies: 6
Viewing posts 1 to 6

How do yall make it so the game looks big when you actually play it? If I make a projecrt 64 by 64 it's gonna be insanely tiny and you wont see anything! How do yall even do this? Plus I only know how to use rpg maker and maybe a little bit of scratch... I have a perfect idea for a game but I just have no idea how to make it 64 by 64 and not look tiny

Это делается не сложно, просто растягивается экран и соблюдается соотношение сторон если слишком большой экран и при этом сохраняется разрешение.Не знаю насколько это реализуемо в рпг мейкере, но это запросто делается в Unity/Godot

(+1)

Well, I have a guide for Unity: https://itch.io/t/3887341/guide-setting-up-unity-for-lowrezjam (use the Gist link included for better formatting)

As for design though, that’s the whole challenge! Trying to make a game that looks good in a tiny resolution.

I don't use unity I don't know how to make games on it

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64 x 64 is tiny. look through past game submissions.

i found a plugin for pixel-perfect scaling for RPG Maker. i think you will just have to set your game resolution to 64x64 and it should take care of the rest probably. i have no idea how to change the game resolution since i have never used RPG Maker.

btw, i searched google for “low resolution with rpg maker” and checked out some of the results until i found a reddit post that mentioned that plugin. you can often find answers on your own by doing this first!

In Godot you can stretch the window 

(1 edit)

One example for Defold helped me with this. https://github.com/britzl/lowrezadventure

Here, a 64x64 view is set up that can stretch freely while maintaining pixel-perfect movement. In a nutshell, this is achieved by projecting only the 64x64 area from the game and then rendering it on a larger viewport. By looking at the implementation of render pipeline, it may be possible to do something similar in other game engines or find similar ready-made examples.