How I fixed Pixel Snapping / Jitter in my game using a subpixel camera to achieve smooth pixel perfect movement.
Subsequent related videos:
- Smooth Pixel Art Camera | Godot 4.4 Tutorial
- Smooth Pixel Art Parallax
It’s kind of annoying that this guy assumes pixel snapping is always a problem and never an intentional aesthetic choice. As if the devs of Blasphemous and the other titles he names either weren’t aware of it or couldn’t figure out how to get rid of it. Really though, this is a fairly basic, generally early consideration in any pixel art game with a free-floating camera, and I can guarantee you that the devs of Blasphemous preserved pixel snapping intentionally for one reason or another. It could even have been the case that the background layers didn’t look as good if pixels of one layer were peeking halfway out from behind a layer in front of them, and so the devs might have even enforced pixel snapping to preserve layer alignment. For many devs making pixel art games the artistic constraints generate much of the inspiration, and pixel snapping is one such constraint.
Tl;dw You can upscale a pixel art game without snapping the camera to the pixel grid.
Interesting watch. It does feel a little superfluous but it’s a nice effect nonetheless!
Interesting problem. Solution was pretty obvious, I’m surprised it was that hard to find. Great presentation anyway!