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Please forgive the minimal editing, would take ages since it's 3 hours long. Enjoy.

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gibbdude

You can eliminate shimmering and distortion when resizing a game with a decent scaling algorithm. This is why so many emulators have a bilinear filtering option; even though it makes things blurrier, it doesn't have the aforementioned issues which come with a nearest neighbor algorithm at non-integer scaling factors. The disadvantage of a scaling algorithm which works by sampling multiple pixels for each new one is that it doesn't preserve the crisp pixels that many people who play retro games are fond of. This can be remedied a good amount with more complex algorithms, but not fully, and of course with the complexity comes more demand of the processor, in this case enough to even sometimes be a relevant concern for games on modern platforms. The reason games like GnG Resurrection don't show the artifacts you see in emulators is because they use fancy scaling algorithms. The drop in sharpness that comes with a complex scaling algorithm is far less notable with high-res images. Using nearest neighbor for such images looks awful, as in addition to the algorithm's inaccuracy, the individual pixels in high-res stuff aren't meant to be sharp and jagged. What you said is sort of true, but I feel like it was missing an important component by not addressing scaling algorithms. I also think it's worth thinking about how complicated it is to add a zoom-and-pan camera system to a 2D game. You'd have to implement a whole system for image scaling, for moving the camera along paths, for the rate at which pans and zooms happen (zooms in particular would look very weird at a fixed rate), and a positioning system that would accommodate changes in the size and alignment of the grid of distance units relative the size of the display.

Astro Beef

Quite a late reply, but I was relistening to this again and "this may be the only game you make" has resonated with me since my first listen. I've been thinking about it ever since: not only is this the only game you'll make, but it'll likely be the only game in which you have absolute creative control. Given success, you might grow your team or you might set a precedence for your future games. In either case, you'll have pressure on how to develop your next project. It's not something I had thought of before, and it has me appreciating this time in my career. This may be the only game where I can do exactly what I want and I don't want to take it for granted.