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(I've actually been looking to put these into my game, but I can't find them anywhere. I'm not sure whether anyone has every written any shaders for these in GameMaker though. Some people like the look of these, but other people hate it. There are other scaling algorithms as well, such as "2xSaI", "Super Eagle", and "hq2x". 160x144 (GB resolution), don't try to force it into the 16:9 widescreen ratio.) (Or worse: people don't keep the game at its original width-to-height ratio, so not only does it look bad but it also looks stretched or squished. 2.5x, which is a non-integer), and it comes out looking like garbage. people try to scale up to like 250% (i.e. but make sure you scale by an integer, as said. Pixel art is usually just scaled up in-game using "nearest neighbor interpolation" (sometimes called "no interpolation"). But you wouldn't want to do it for pixel art, since you'd need to do it all by hand which is way too much work. You might do this if your sprites are rasterized vector art. You wouldn't make alternate sprites for different resolutions. the edges and fine details certainly look like they were done by the pixel, but the overall coloring looks like it was digitally painted with the brush tool.) I'm not sure whether you can still classify them as "pixel art".
Aseprite pixel perfect psp#
(Also, even though the PSP version graphics are beautiful.
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Though this situation is also slightly different than what you're describing, since the PSP remake was more of a remake of the earlier remakes.
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The PSP version uses different (higher resolution) sprites than the PS1 version and GBA version (I think the PS1 version and GBA version use the exact same sprites for the most part). Or perhaps the clearest example that I can think of, of what you're talking about, is the Final Fantasy I remake. not just the same game at a different resolution. Though you could argue that Game Boy version was a complete remake. Piskel, Slate, Aseprite, Cosmigo ProMotion are some of those, as you can get pixel perfect editing using that software, as well as animations and layers. the 1994 Space Invaders for the Game Boy uses slightly different sprites than the arcade version. There have been cases in which developers made alternate sprites at different sizes for different platforms.
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