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Also I wanted to do playful things like rotate and zoom the viewport. These things looked absolutely horrible when constrained to the grid. In the end I chose to opt for an in-between option, a higher base resolution while still pixelating the FX layers to the target resolution.
The end result is not pixel perfect. However, I do feel it is the best of both worlds. The gameplay itself also feels a lot smoother because of this. Ultimately I'm happy with the tradeoff, but that's because I'm the creator and went through all the iterations. For a lover of pixel art playing through the game for the first time, I can totally see your point.
Adding a 'pixel perfect' option in the settings might be something that's interesting to add in the future. We were also playing around with the idea of a CRT filter, so that kind of falls in the same territory anyway.
The latter can still be pixel perfect, though. The viewport can be zoomed so that each pixel is the same size and the ratio remains 1:1; not while zooming, of course, but after zooming is complete. And this is what bothers me the most. I see pixel rows/columns that are 4 pixels wide/high and others that are only 3. This tells me that the zoom factor can't be quite right.
Anyway, the game is a lot of fun. Thumbs up!
Since layers aren't aligned to the same pixel grid anyway, I would even go further and allow sub-pixel parallax, so that it doesn't feel snappy when layers move around. I'm not talking about ugly filtering on whole pixels, but only at the edges. I think it starts to be ok when big pixels are 4 pixels-thick, it still feels like pixel art but moves smoothly around.
Really good game. At first it looks like you're gonna play a clone of Metal Slug with less detailed graphics, but there's more to it.
And +1 for making it easy enough.
I think Flash introduced the fake pixel games, with pixels not aligned to grids and rotations. Since most Flash games were crap, reminding of them is rarely a good thing.
But really I think there are pro's & con's of aligning all pixels to the same grid. I think that parallax layers shouldn't, because there's nothing worse than a parallax layer moving too obviously in large pixel steps, even worse when it's uneven.