Rainbow Discus

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  1. Messed Up Colors

    The colors in my game are getting messed up, here's what it looks like: The colors on the left are what they are supposed to look like, and to the right what I'm seeing in my game. This seems to happen to all my graphics. I have no idea what's going on, so help is appreciated!
  2. When using a 2048x2048 texture atlas the game runs fine. But if I switch to a 4096x4096 texture atlas, the game freezes for a short period of time (less than half a second) once every second. This doesn't happen on my iPhone 4S, only my PC. And it only happens in Chrome, and when using Phaser.CANVAS (Phaser.WEBGL works fine). I'm using Phaser version 2.4.4. I'm getting close to releasing this game, and I'm a bit worried about this... Thanks in advance!
  3. Scaling Matrix

    Thank you, that actually seemed to work pretty well!
  4. Scaling Matrix

    Unfortunately this isn't really what I'm looking for. I don't want to scale the entire game up, I want to be able to scale just the coordinates of my game objects. I figured out I could do it like this: function prerender(){ for (var i = 0; i < objectGroup_enemy.length; i++) { objectGroup_enemy[i].sprite.position.x *= gameScale; objectGroup_enemy[i].sprite.position.y *= gameScale; }}function render(){ for (var i = 0; i < objectGroup_enemy.length; i++) { objectGroup_enemy[i].sprite.position.x /= gameScale; objectGroup_enemy[i].sprite.position.y /= gameScale; }}This will scale up all the enemies' coordinates before rendering, and then scale down before my update loop. This works, but I would like to know if there was a better way of doing this. I noticed earlier that Phaser actually has something called FlexGrid. This seems to be what I'm looking for, but I can't figure out how to use it.
  5. Scaling Matrix

    Bump
  6. Scaling Matrix

    I read this blog post by OkijinGames: http://okijin.com/blog/index.php/responsive-and-device-independent-html5-games/ In the post, he explains how he handles scaling: Is there any way to do this in Phaser? The way I used to handle scaling was to apply a scaling factor to everything in the game, but OkijinGames' method seems much more convenient.