<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>GDScript on Merlijn Van Holder</title><link>https://merlijnvanholder.com/tags/gdscript/</link><description>Recent content in GDScript on Merlijn Van Holder</description><generator>Hugo -- 0.152.2</generator><language>en-us</language><lastBuildDate>Mon, 20 Apr 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://merlijnvanholder.com/tags/gdscript/index.xml" rel="self" type="application/rss+xml"/><item><title>Godot Multi-Resolution Screenshots</title><link>https://merlijnvanholder.com/posts/2026/godot-multi-resolution-screenshots/</link><pubDate>Mon, 20 Apr 2026 00:00:00 +0000</pubDate><guid>https://merlijnvanholder.com/posts/2026/godot-multi-resolution-screenshots/</guid><description>&lt;p&gt;My biggest pain of making mobile games is arguably the Apple and Google Play store submission process. They both require screenshots in various resolutions. You might already have captured some great screenshots, but Apple in particular requires screenshots in a variety of different aspect ratios.&lt;/p&gt;
&lt;p&gt;Simply resizing your screenshots won&amp;rsquo;t do, in most cases the different aspect ratios will result in cropping, cutting off the UI, etc.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Pilot Panic" loading="lazy" src="https://merlijnvanholder.com/posts/2026/godot-multi-resolution-screenshots/media/godot-multi-resolution-screenshots-01.png"&gt;
&lt;em&gt;Pilot Panic running at different resolutions and aspect ratios.&lt;/em&gt;&lt;/p&gt;</description></item></channel></rss>