We are talking about pixel art games here, which are typically low res.Id say 1920x1080 is good bet these days since its the most common display. Im using vectors though which can scale to any resolution though.
True but you can still have pixel art at HD res. Id say best too keep the 16:9 aspect ratio.We are talking about pixel art games here, which are typically low res.
Yes, staircase effect and pixel jitter in diagonal movement caused by fractional position changes can be noticeable if not smoothed out.I wouldn't recommend setting your views much lower than 640x360. The view can become choppy and smoother camera movement will be more difficult. That's just my opinion.
That's interesting, I wonder how different methods we use. I'm saying integer speed is smooth because it creates no variance in time spent hopping from pixel to pixel. The 40/60 speed I mentioned above creates a situation where every third frame there is no motion. I'm not sure about the necessity of having whole numbers every step, as I don't think for example view position cares about the fractionals, as sub-pixel screen drawing obviously is not possible. However, just to be sure I always round positional information before use so fractions are never involved. Of course, if color interpolation is on things would be different, but I don' think that's a setting anyone should have turned on.I have to disagree with @NightFrost and say the exact opposite happens when you don't use fractions, because at low resolutions it gives a very jittery appearance, especially if you are working at higher than 24fps. However, you do need to make sure that animated elements pass-through and stop on whole numbers or you will get visible distortion.
That might be it too, the only scaling I tend to do is app surface to screen.I do a lot of manual positioning and scaling