Have been going on game-dev chats and asking about tools for drawing pixels that aren't square, and getting replies of, "What do you mean, pixels are *always* square". 😅
@xinjinmeng Forgive these people; they are ignorant of the old magic.
Aseprite supports double-wide and double-tall pixels. Unsure if you want something like the SNES's 8:7.
@xinjinmeng that’s wrong and you’re wrong.
There we go. Maintained my status as the smartest person on the forum.
You might need to fake it by mimicking non-square pixel art with higher resolution assets and drawing. Which honestly sounds really cool (and tedious) when I think about it more…
LITTLE DO YOU KNOW, MY CHILD.
Update: I found a developer who made a wonderful pixel shader, and while the original code alters the horizontal- and vertical-axes in two separate passes ... all the interface and passed variables only do it one time as square.
It took a bit of convincing to explain to the developer why someone would want to do this. 😅 But they said they would make the change in the next update! 🎊
YAY
@xinjinmeng amazing! I almost wanna ask if they’ve a kofi cause that’s the sorta git change I wanna encourage in this world~
That's what I've been doing, but it gets tricky. I'm the only pedant I know who cringes when they see *mixed resolutions* in a retro game. (I'm looking at you, Stardew Valley! ✊😠)
@xinjinmeng yeah. Hmmm. I doubt if current tools are designed to work beyond rectangles. And if you don’t go large enough with the resolution to make it explicit everything are, say, circles, you might wind up with fuzzy pixel art as originally dispalyed on CRTs. :/
I’m not in the space nearly enough but maybe there’s a more generic framework you can draw with? What engine/frameworks are you presently working with?
There's a large number of "pixelate" shaders available ... and all the ones that I've found only pixelate at 1:1 ratio. This is one of those things that is most likely just one extra line of code; the hard part is apparently convincing a coder to actually do it. 🤯
Ah, the Xinjinmeng experience. 🍷 What I want isn't weird, but it's weird that I want it.
@xinjinmeng if you’re using a well constructed open source shader they might have decoupled the algorithm for pixelating (which is most likely VERY basic because rects have a lot of baked in assumptions in a 2D plane).
Replace that call would be one line but the function to find points to expand upon with circles would be tricky :/
CGA and EGA pixels are 1.2 to 1. 😅 Contemporary artists were well aware: DeluxePaint automatically compensates on the circle- and square-drawing tools, for it.
I don't think there's *any* platform that is truly "2:1". C64 is 1.2:1; Atari is slightly more than 1.2:1; PC Engine is slightly more than 1.2:1, etc.
All of those machines from the era of using a TV as the display are gonna have different aspect ratios for NTSC/PAL, too!
Shit, perfect tickling of my c64 nostalgia would arguably involve drawing everything at the almost-1:1 and/or almost-2:1 ratios of a PAL c64, then displaying it at the 0.75:1/1.5:1 ratio of an NTSC C64, since most of my collection was stuff that made the long journey from Europe to a local pirate BBS.
I have made Illustrator do NTSC C64 pixel aspect ratios: https://egypt.urnash.com/blog/2021/05/08/cracked-by-bde/
and if you are willing to be less-than-precise you *could* just do everything in 3d and use a similar filter pipeline to get whatever aspect ratio you desire, or use higher-res aliased sprites scaled down and put through the same pipeline, though it'd be gleefully disregarding the subtler limitations of whatever platform you were scaling to...