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I am experimenting with creating a pixel-art mobile game in Godot. I am having trouble with the viewport size regarding the pixel art assets. I've learned that I should set the scaling mode to integer, which adds black bars to the screen. My plan to get rid of the black bars is as follows:

  1. Find a way to resize the main viewport dynamically in runtime
  2. Calculate, based on the device's size, what size the viewport should be
  3. Apply that calculation when appropriate

Before I even try to get a calculation like that going, I want to make sure I can change the viewport's size in the code, which I couldn't figure out myself. I have tried the following:

  • Changing the project settings in a _ready function: Does nothing
  • Changing the project settings in a _process function: Does nothing
  • Setting get_viewport().size in a _ready function: Does nothing
  • Setting get_viewport().size in a _process function: Changes the size of the viewport, but without expanding it
  • Setting get_window().size in a _ready function: Does nothing

What else can I try?

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[-] Bougie_Birdie@lemmy.blahaj.zone 7 points 1 week ago* (last edited 1 week ago)

I haven't developed for mobile, but I have played around with pixel art in games. Here's a guide which probably outlines the why of it better than I can.

It sounds like to git rid of the black bars, you want to open ProjectSettings/Display/Window/Stretch and set Mode to Viewport and Aspect to Expand.

[-] roydbt@lemmy.world 2 points 1 week ago

I did set the aspect to expand, but when I set the scaling mode to integer instead of fractional it adds the black bars

this post was submitted on 19 Dec 2024
17 points (100.0% liked)

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