im gonna add a bunch of words to boost the algorithm but AMAZING VIDEO ORI, it's so well made Editing wise and the pacing is great Amazing, awesome, inspiring, every other word in the book, KEEP UP THE GREAT WORK ORIII
I personally use 240×176 then scale the window size to 720×528. So the camera is pixel perfect. I really like 15:11. For some reasons the side bars are perfect this way.
I LOVE THE NEW ANIMATION YOUR IMPROVING (like the old character better) LOVE EVERYTHING, (but the new character)KEEP IT UP ❤❤❤ remember it's just my opinion you do you I will still support you
The NES and SNES had the same screen resolutions. 256 by 240 for PAL, 256 by 224 for NTSC. By all accounts the SMB1 and SMB3 All Stars footage should be the same size.
Dang I knew someone who point it out XD it was more to show “evolution” rather than actual difference (I also only expected like 50 people to see this video so I’m getting slightly cooked lol)
Serious question on this topic and... it's a bit of a 'fit a square peg into a round hole' situation. I want to make a game that uses a 240×256 resolution (simulated) but with an optional skin that is 360×384... this works in every resolution but 1080p... the most common standard lol. But where I'm a little lost here... is how I can set the options to allow for one more screen option for the classic 'squish fit' we see with games designed with this in mind for integer scaling... that's only available for that one mode. Is there a way to control that?
Mmm the only way I could see something like that working is if you had some sort of mathematical equation that would dynamically scale your resolution based on the player’s choice. Of course this wouldn’t be easy to setup and you’d probably have to do a lot of trial and error if math isn’t your jam. I think your best bet is to make sure the dynamic camera is the FIRST thing you make in your game that way you can prevent headache down the line. I hope that somewhat helps you!
@orithekidd it gives me a stepping off point! I suppose I could set up the ini with 'if/than'statements based on the two internal resolutions, and the UI trigger could just act as an override for 960 on the retro style 1080p scale
@orithekidd lol I know nothing right now. I've just done lots of video edits over time with programs like ffmpeg. But I've lacked the confidence to try my hand at any of this stuff I think video editing was good for me though,it really solidified for me that you don't just magically wake up one day, read some Wikipedia articles and you become a master at any given craft. It was hard earned. This is gonna be the same
people overcomplicate pixel art scaling Just render everything at an internal low res. Scale it up to the closest intiger scale that aproximates the final target using nearest neighbor into an intermediary buffer. Now get that intemediary buffer and scale it to the final screen res using bilinear.
This actually applies to most art in general! I've been using it for some of my vector art prototypes and all the information applies the same. Though I can definitely go over that in a future video!
So if im using 16 by 16 pixel to make a very small first game .. basically click and drag kittens next to who you think the parents on its just point and drag one screen for my first game what size should the background canvas be for 16 by 16? 320 by 180 for the background?
Very much animation RUclipsrs like doodley, Jaiden animations, noodle, etc, but I also like how retro gaming explained and other data breakdown channels do motion graphics! I appreciate someone having a good eye
For the scaling part around 2:02, I think for the Quad HD resolution you meant 2560x1440 instead of 2048x1080, as 2560x1440 is divisible by 320x180 while 2048x1080 is not. These two resolutions are confusingly both called 2K, but 2048x1080 is only really used in cinema.
At 5:50, aren't you scaling by a non-integer number by doing that? I am trying to fit different resolutions using similar logic and it results in subpixels.
Pretty good! It’s hard to make videos about games and make games so I’m saving devlogs for more important stuff (your timing is also quite funny. Would you mind if I used this comment in a video? I could blur out your name if needed!)
Pretty good actually! I realized it’s hard to make videos about games and make games so I’m trying to only make devlogs when I think they’re necessary!
You say multiple times that an aspect ratio of 16:9 is "better." But you don't make a case for it. Why do you think it is "better? Now, I like 4:3 aspect ratios because I grew up in an era when everything was 4:3. And it could be that you like 16:9 because that's what you are used to. And that's fine. But that does not an objective fact make.
I personally think 16:9 is better because it’s just easier to scale on most modern monitors and you can still achieve 4:3 by just applying your own black bars rather than just trying to scale 4:3 to 16:9. Also if you like 4:3 you can do that lol it’s just a video to help people like me who were lost in the beginning, but nothing stated is really a fact lol
Ah dang! Around 5:50 I accidently show a graphic for width instead of height. My apologies for the flub, but the math is still accurate for both lol
youtube algorithm nailed a good channel
I try my best!
im honestly in shock of how well produced this video is. so underrated
Thank you!
I really did not expect a video of this quality from such a small channel holy shit
Ah thank you!
I love how everything you show is in Windows XP windows, it looks very pretty :)
Thank you!
THIS ANIMATION IS AWESOME 🫶
Thank you so much!
Where is this video when i needed it. Thank you!
Happy to help!
The editing is incredible, love this video, you gained a sub :)
Nice to have you!
I absolutely love the new character, hats off to you!
Ayyyy thanks!
I found this video when I needed it the most. Yay! Thanks!
im gonna add a bunch of words to boost the algorithm but AMAZING VIDEO ORI, it's so well made Editing wise and the pacing is great
Amazing, awesome, inspiring, every other word in the book, KEEP UP THE GREAT WORK ORIII
Thank you so much! God the editing took so long lol
this video is amazing! very well done visuals, and the info was really helpful. subscribed lol
Holy moly finding your channel was a blessing
Having you be here is a blessing!
I love the sugar cube.
Thank you :3
I thought it was tofu
@@alex.g7317 He's whatever the people demand him to be
@@orithekidd so if he’s a square of mayo, he’s a square of mayo?
@@alex.g7317 You got the right idea 😎
One of well made videos I've seen about pixel art/ game dev , keep it up:D
Thank you!
I personally use 240×176 then scale the window size to 720×528. So the camera is pixel perfect. I really like 15:11. For some reasons the side bars are perfect this way.
Oh yeah some of my early resolutions were like that. Really you can pick whatever you want! As long as it fits the aesthetic of your game!
The new sugar avatar guy is so silly!! Love it!!! 💪😼
Hehe thank you!
this video is really helpful, i've been wanting to make more pixel arts but also to implement in the gaming world, so this is really good tip there!!!
Glad I could help!
Diggin the new look yo, fresh cut and everything! 🦅🔥
Had to get the fresh fade 😎🔥
Love the new character!!
Thank you! :3
This channel is pretty underrated
Thank you!
This is sick!!!!!!!! Surprised I've never heard of your channel before, but dang I wish I did
Ohhhh thank you :3
Got a new sub dude, great video - short and sweet, thanks so much!
Just happy to help!
ori ur goooing places maan. tryna make content like u bro keep it uppppp 🙌🙌🙌
Thanks man! :D
really great video, thank you!
No problemo!
I LOVE THE NEW ANIMATION YOUR IMPROVING (like the old character better) LOVE EVERYTHING, (but the new character)KEEP IT UP ❤❤❤ remember it's just my opinion you do you I will still support you
Thank you! I also love the old character (considering it was me lol) but I thought it’d be nice to use an OC I had. Thank you for the undying support
These videos are so well made! I have a blast watching em. I also really like the character experimentation in each video heh
Ah yes "character experimentation". That's definitely what I was doing. All on purpose! (Also thank you lol)
Wow, W Video and W Channel! 👑🔥
Thank you! 🔥
AAAAWESOME VIDEO!!! >:DDD
Why thank you!
4:08 so like have you heard of sharp bilinear? its very good. it also allows you to have PHAT pixels
I have! But I noticed some game engines don’t support it or it’s just a hassle to code especially for beginners. In art however it’s amazing lol
heh, most of my games are 240p so its basically necessary for me lol
@@dynastylobster8957 Ah see well in that case power to ya!
We miss ya, Ori! Hope you're doin' well 😤💙
i used to manually set my videos to 144p for like a month and i still cant place why i did it.
Oh a lot of my early videos were terrible quality because I had no clue how to set things up lol
thanks for the info :3
Always happy to help!
I like this.
Thank you!
The NES and SNES had the same screen resolutions. 256 by 240 for PAL, 256 by 224 for NTSC. By all accounts the SMB1 and SMB3 All Stars footage should be the same size.
Dang I knew someone who point it out XD it was more to show “evolution” rather than actual difference (I also only expected like 50 people to see this video so I’m getting slightly cooked lol)
HOLY CRAP I NEVER EXPECTED THIS. Wtfff this is so good
We cook in silence ;)
Thank you whheeeee!
Happy to help!
where did you go 😭
Got busy IRL but working on a couple things!
@@orithekidd 😭
Serious question on this topic and... it's a bit of a 'fit a square peg into a round hole' situation.
I want to make a game that uses a 240×256 resolution (simulated) but with an optional skin that is 360×384... this works in every resolution but 1080p... the most common standard lol.
But where I'm a little lost here... is how I can set the options to allow for one more screen option for the classic 'squish fit' we see with games designed with this in mind for integer scaling... that's only available for that one mode.
Is there a way to control that?
Mmm the only way I could see something like that working is if you had some sort of mathematical equation that would dynamically scale your resolution based on the player’s choice.
Of course this wouldn’t be easy to setup and you’d probably have to do a lot of trial and error if math isn’t your jam.
I think your best bet is to make sure the dynamic camera is the FIRST thing you make in your game that way you can prevent headache down the line. I hope that somewhat helps you!
@orithekidd it gives me a stepping off point! I suppose I could set up the ini with 'if/than'statements based on the two internal resolutions, and the UI trigger could just act as an override for 960 on the retro style 1080p scale
@@atomic_xfire Lots of my fixes just involve 'if/than' statements lol. The real game dev way!
@orithekidd lol I know nothing right now. I've just done lots of video edits over time with programs like ffmpeg. But I've lacked the confidence to try my hand at any of this stuff
I think video editing was good for me though,it really solidified for me that you don't just magically wake up one day, read some Wikipedia articles and you become a master at any given craft. It was hard earned.
This is gonna be the same
@@atomic_xfire Good luck! It's a process but it's very nice seeing things come together!
i like dis one
Thanks! :D
people overcomplicate pixel art scaling Just render everything at an internal low res. Scale it up to the closest intiger scale that aproximates the final target using nearest neighbor into an intermediary buffer. Now get that intemediary buffer and scale it to the final screen res using bilinear.
While yes this is true. A lot of people don’t understand what half of that means XD. But yes i agree sometimes people over complicate stuff
@@orithekidd I understand, but they can learn what all that means in 30 minutes by simply looking the terms up on wikipedia. It's not that hard.
Good video! It's just that I thought that it was for not only pixel art, because my game does not use it, maybe can be a future video?
This actually applies to most art in general! I've been using it for some of my vector art prototypes and all the information applies the same. Though I can definitely go over that in a future video!
So if im using 16 by 16 pixel to make a very small first game .. basically click and drag kittens next to who you think the parents on its just point and drag one screen for my first game what size should the background canvas be for 16 by 16? 320 by 180 for the background?
This Reminds me of Doodley. hes a animation RUclipsr. And he has a very Similar Style of editing and such, and even the scrolling BG
Very much animation RUclipsrs like doodley, Jaiden animations, noodle, etc, but I also like how retro gaming explained and other data breakdown channels do motion graphics! I appreciate someone having a good eye
For the scaling part around 2:02, I think for the Quad HD resolution you meant 2560x1440 instead of 2048x1080, as 2560x1440 is divisible by 320x180 while 2048x1080 is not. These two resolutions are confusingly both called 2K, but 2048x1080 is only really used in cinema.
Ah yeah. Editing error :(
What resolution does Celeste use? :o
Ah! Celeste has a native resolution of 320x180! Also I love Celeste!!
At 5:50, aren't you scaling by a non-integer number by doing that? I am trying to fit different resolutions using similar logic and it results in subpixels.
I want to go back to Flash and Vectors
You and me both buddy lol
just a heads up, 2K is 2560 x 1440.
started watching the video at 144p after 0:38
The optimal way to watch it ;D
this is the kind of things that stops me from being a developer and just stick being an artist
I feel this 😭
3:2 best ratio
The ultimate resolution 😎
Yo waddup
@@edd_end waddup!
427x240 my goat
Doing this must break the geneva convention
You got a Cube. 🎉🎉🎉🎉
Wait you are the Cube. 😮😮😮😮😮
I have become cube
I Don't know why i am watching this i have an exam the next day.
Sometimes you just gotta know about canvas size :3
Oooooh you're the guy with the egg, i totally forgot about you and this video popped in my feed. How your game is going?
Pretty good! It’s hard to make videos about games and make games so I’m saving devlogs for more important stuff (your timing is also quite funny. Would you mind if I used this comment in a video? I could blur out your name if needed!)
Pretty good actually! I realized it’s hard to make videos about games and make games so I’m trying to only make devlogs when I think they’re necessary!
@@orithekidd don't worry, you can use my comment, it doesn't bother me at all. I can't wait to see the upcoming devlogs
@@D01Light Ah thank you!
@@D01Light Epic! Thank you!
My computer has an odd resolution of 1366x768
That’s kinda cool tho!
why is your monitor so short and wide
That’s just how we roll around here 😎
💛
where have you been all my life
Right here! :D
the real question is how did you animate this video? well done.
IT MAY BE HARD, BUT WE ARE HARDER 🗣️🗣️🗣️
BRO IS TRIPPING 🗣️🗣️🗣️🔥
@@orithekidd damn idk how I left a comment on this video, it was supposed to be on a different video wtf
ori what happened why are you cube
I had to compress myself for legal reasons
this man should check out Pizza Tower
Still need to play it lol
your pfp look like pyrocynical
We’re both boxes :3
This will be top entertaiment and education of 2024
hehehehehehe
You say multiple times that an aspect ratio of 16:9 is "better." But you don't make a case for it. Why do you think it is "better? Now, I like 4:3 aspect ratios because I grew up in an era when everything was 4:3. And it could be that you like 16:9 because that's what you are used to. And that's fine. But that does not an objective fact make.
I personally think 16:9 is better because it’s just easier to scale on most modern monitors and you can still achieve 4:3 by just applying your own black bars rather than just trying to scale 4:3 to 16:9. Also if you like 4:3 you can do that lol it’s just a video to help people like me who were lost in the beginning, but nothing stated is really a fact lol
16:9 is better for the simple fact that nearly every monitor and TV are 16:9. Why fight it?