Hey guys, what's up?
I've been building a 2D game with SDL, and I'd really like it to have that retro console/arcade look and feel. This mostly because those are the kinds of games I play, and have since I was a kid, but also partly because 8-bit sprites or (S)NES sprite sheets are about as good as I get in terms of graphic design (lol). But those old games had really small sprites, 8x8 at the least or 64x64 at the most. And of course, those old consoles had a surprisingly small resolution of 256x240. Another important note here: I'm really only targeting PCs for now; I know SDL can be ported to pretty much anything, but I only have my PC to test it on. I'm also using Windows 10 x64 and Visual Studio 2017, if that helps.
So I started out by using "fake" fullscreen (passing SDL_WINDOW_FULLSCREEN_DESKTOP into the window creation functions). But this turned out to be a problem because SDL's drawing functions are pixel based. This is good IMOt, because it makes the math simpler and keeps the images crisper. But you can't get half-a-pixel, so scaling to fit the player's desktop is literally impossible in some cases. The end result is I had to draw black bars across the top and bottom, not just on the left and right. If possible I would like to avoid that, so I switched to "real" fullscreen (SDL_WINDOW_FULLSCREE). The lowest I could get it to go is 640x480, which is perfect (all image widths and heights can be multiplied by two to fill in the space).
But is 640x480 still supported on modern monitors? The fact that it worked on my laptop is all well and good, but I'm afraid it would be a problem for others. I remember using Game Maker (before it was a "studio") back in the early 2000s and that resolution was not an issue back then. But is it still supported in 2018? My laptop is relatively new (about 2 years old), a Dell running at 1366x768 normally. If the answer is "no", what resolution(s) should I be using for this type of game?
Thanks & happy Labor Day weekend!