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#Euphoria

Pixel Visual Programming

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What is going on that makes pixel games not viewed too small ?

Are the pixels enlarged by the artist scaling the images or is the programmer doing something like using a camera to zoom in on the entire map ?

Here's two examples that I want to know. I'm more interested on what went on with Hyper Light Drifter, because it was made using Game Maker. 

[attachment=35829:VDSSw.jpg]

[attachment=35830:enter-the-gungeon-5.jpg]

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You can achieve this effect with many different ways

- draw bigger images -> waste of memory, but more details possible or mixing pixelated and highres images

- draw on a smaller texture and then draw this texture on a bigger quad -> need some math for ratio calculations, picking,...

- zoom in with matrixparameters in orthogonal projection -> probably the most common technique

Make sure to not use any filtering for your texture sampling or you get a blurry instead of pixelated output

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With Direct3D, you can also just change the resolution of the display buffer/viewport.

Your monitor might display a square with multiple pixels, but the image itself could be just one pixel occupying a single 'pixel' in the back buffer (for example).

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