Best resolution size for top down 2D game?

Godot version

4.6

Hello everyone,

Hope you are having a lovely day/evening!

I have been working on a game for about a month and a half now, and would like to hear your opinion on the resolution.

It’s 2D, top-down, and will be around 2-2.5h long. There will be lots of objects to interact with and move around, and I want to make it pixel art.
I have been exploring around, and so far I’m leaning towards 64x64, since they really bring forward the idea, plus I love making them more detailed.

However, I didn’t really find many info about the resolution recommendation, so I’m posting here.

Thank you all in advance for help and suggestions!

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With 64x64 I’m assuming you mean the tile size for the game, not the window resolution :slight_smile:

You can use a Camera2D node to zoom in and out, so tile resolution isn’t that important - think of it more as how detailed each tile can be than the actual size of it.

As for the window resolution, the game window can be made scalable too, although you will need to make the layout scale nicely too. You could also just choose a window size and stick with it, like 1280 x 720 (which is 16:9 aspect ratio) - you can still use fullscreen mode, without layout issues.

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I just started my new game for a few days, and for now, I think I will go for 48x48 resolution for tiles and base characters.
48x48 is a good compromise between 32² and 64² in term of details vs work needed.*
As Phoenixdk mentionned, Camera2D zoom will be of huge help, and I chose to set it to 3, so on a full-HD (1920x1080) screen, the “visible” resolution would be 640x*360.
Hope you find this useful, have a great day !

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640x360 is a quite popular pixel graphics resolution as it can be integer scaled to the most common resolutions. Just choose some window resolution, make some graphics and see what happens. Can you show the level as much as you want. If not, make smaller graphics or make the window larger. If there is too much space, make larger graphics or smaller window.

My game has the 640x360 resolution with 24x24 px tiles, character are also around 24x24 px. Tiles and characters are small enough that I, a programmer, am able to draw something passable quite fast. At the beginning of my project I briefly tried 4x resolution (96x96 px tiles), but noticed very quickly that the amount required for drawing the larger graphics was not reasonable for me.

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If you are targeting 1080p, then either 640x360 or 480x270.

480x270 is the closest 16:9 match to 320x240.

And make sure integer scaling is being used.

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Thank you all for the help!

My sincere apologies if my question was confusing; English is not my native language. Yes, I meant window resolution.
Thank you so, so much for the help and recommendations! :folded_hands:

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From an artistic point of view, you can go with whatever you like :wink:

I, personally, like consistency in pixel art games. I would derive your basic art resolution and tiles from the main character. If your character has 64 pixel height, that roughly translates into 36 pixel per meter. So anything else in your world should stick to that pixel density.

Of course there are plenty of great games that do not have this approach.

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No problem :slight_smile:

Feel free to post what you have in the Showcase category, once you feel like there’s something to show. I feel there’s always room for a top-down 2D’er :slight_smile:

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