If I am making a wide screen 2D game, what screen resolution should I set it to?

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:bust_in_silhouette: Asked By Joe0239

This is for Godot 3.0, not Godot 2.0.

Can’t really help with regards to screen resolutions. But I would assume that the 2D game would have a 16:9 aspect ratio, i.e. the width is divisible by 16 while the height is divisible by 9. All you need to do is scale to those dimensions.

Ertain | 2018-02-22 20:46

:bust_in_silhouette: Reply From: KND2501

You can use any aspect ratio or any resolution you’d like. I think it’s a question of the style you are going for. Even when you are using portrait mode for your game you can create cabinet overlay for style and fill up the unused part of the screen.

My first project is making an 8-bit style looking game, so i chose to work with a resolution of 384x216 wich falls within the 16:9 aspect ratio, and looks Nintendo-ish enough for what i want. If you want to go 16-bit or higher you obviously want to show more pixels.

:bust_in_silhouette: Reply From: Akorian

As has been said already, a 16:9 aspect ratio makes sense since most people have a screen like that.

If you’re looking for recommendations: personally I like using 640x360 when going for a somewhat but not too pixelated style. The benefit is that it scales nicely (integer scales) to most common resolutions: 2x scale is 720p, 3x is 1080p, 4x is 1440p, 6x is 4K UHD.

If you’re not targeting a pixelated look, you can use practically any resolution (the user will most likely want to play in their monitor’s native res). In that case you might want to limit the aspect ratio, though, to prevent the player from seeing things that should be off-screen when using extreme ratios.