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By resolution, do you mean the game's resolution? or can you modify the size of the bottons as well, cause I can barely see them.
https://i.imgur.com/Z0zWCzs.jpg
(Be warned though, it seems like the default project is set to 640x400 and when I changed it to 1920x1080 it seemed like a lot of funky stuff happened. So you'll definitely have to plan your resources right from the start if you're going to use a different resolution)
When scenes have a resolution change, the assigned tile data is reset, but nothing else "funky" should have happened.
In the side scroller level, I went to test play the game at 1080p. When I fell down a pit, I didn't die. Instead I could walk around on the bottom of the level. After that, I climbed my way back out of a pit and I went to the next map. I was in the process of shooting as the map changed and the gun sound effect continued to play on loop on the next screen.
Again, could have been something else causing it. I just figured maybe something wasn't lining up correctly with the resolution change (thus causing the hit boxes to fail).
If you look at the scene editor, you should see the old triggers and things in weird areas. The default side scroller was not built for 1080.
since pixel art is the focus, I hope there is a way to double or quad size the pixels?
That is, unless you guys are vocal about request such functions!
It really depends on how much you want to include details on each scene! Problem is if scaling a 1920x1080 asset to 4K you will get your asset artificially smoothened... In this case, having a 1920x1080 will give you better performance but the risk to lose the quality if viewed on a 4K
However, 4K does not downscale well and is more greedy in performance...having the advantage of more pixels available for you to play with design
I wonder what option "pro" generally go with .
Some of this gigapixel AI stuff though... in the future, it may become a more one resource folder to use and the user can set whatever.