I couldn't really find any tips on this (or perhaps I just lack the proper words once again), but I'm thinking about how to get some retro looks (SNES 16 Bit, specifially) using a modern system. Basically, the game still runs with the native resolution, however, vertially and horizontally we're limited to 256x224 (512x448). The colour palette is not an issue nowadays.
So I basically came up with this idea and am wondering if it's a smart approach (using OpenGL):
- Create Orthogonal Projection Matrix with 256 units width and 224 units wide.
- Use a fragment shader that doesn't do anti-aliasing on the textures, so the textures are upscaled to look pixel-y.
Since I couldn't really find a shader for 2), I also came up with a plan b):
- Same as 1a)
- Don't use textures at all, replace pixels with 1x1 coloured quads, convert spritesheets to 3D models made of quads.
I think plan a) seems more realistic, however. But I do wonder how other games (Shovel Knight, Freedom Planet) approach a pixel-y, retro look that stays true to the systems of 20 years ago.