Scaled, zoomed, pixelated retro effect in LibGDX

Its time I start a real project from start to finish after 2 years of hard study with Java and third party libraries, they say you learn a lot more by actually ‘doing it’ - At first I wanted to do everything with pure Java, it become quiet tedious and lonely with the bufferedImage thing and I felt I was pretty limited as a newb and was always getting told to use LibGDX and such, and now is the time…

I loved breakout when I was a kid so my main aim is to design it all on paper, pipeline etc, I’m sticking to a really good color palette I found on google which is 16bit based.

I do want it to be pixelated, zoomed. When I was working with bufferedImage with java, on a lot of tutorials I noticed the SCALE constant thing, like when you init the sizes you get WIDTH * SCALE etc for the pixel zoom effect. Now this is what I’m wanting with libgdx, I’m guessing so far you would use the ortho camera and zoom in? But would there be a way of making collision of the camera view width of the screen, seeing as I’m creating breakout, you should get what I mean?

If your purpose is to make a Breakout game and finish it, I highly recommend to start with the game basics, not with effects stuff.

Thats great, but for a small game I’m sure it wouldn’t be that hard to work with a pixelated type thing. I was just looking for the best ways from peoples experience to start with, you do make sense though here… But I’d enjoy debugging the game whilst making it with a pixelated effect - hope this makes sense.

Not sure why this post or your other post “Using TWL…” were in OpenGL development. If it doesn’t fit into a sub-forum category, just post it in general.

Oh, I thought they rendered to a OpenGL window. Must be mistaken, apologies

libgdx uses lwjgl in the background , but you don’t deal with any of it ypuself if you don’t want to.

I’ve found out how to do it anyway now. I just came across a tutorial by ForeignGuyMike and this gives me the effect I want but didn’t know it was this easy with rendering to OpenGL considoring when I was using pure java they did the same thing with the window but you had to do stuff with a pixel array

public static final int V_WIDTH = 320;
	public static final int V_HEIGHT = 240;
	public static final int SCALE = 2;