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Found 6 results

  1. emmmm, how can I stretch part of an image(or a sprite)? As you can see, from 1.png to 2.png, just stretch the mid part. Thank you all.
  2. Hello everyone, I am working on a game project using BabylonJS (thank you for your hardwork on this amazing framework!) and using Blender to create model. I've been following this guy to create model and animation for my character: After I was done and ran the animation in BabylonJS, the model was fucked up and stretched everywhere unlike in Blender. I've looked for a lot of similar questions in the forum but still can't solve it (set LocRot, scale to 1, loc and rot to 0,...). Can you guys help me figure out what is wrong with the blender file? Blender file: https://www.dropbox.com/s/n5ab6jg0s9a5qz5/Dave.blend?dl=0 Babylon file: https://www.dropbox.com/s/mwi4dar41irvjyy/Dave.babylon?dl=0 This is the model from the guy above, if you can find the problem with this file, I can fix it on my (terrible) model too. You can drop the babylon file in sandbox to see the problem since I checked the autolaunch animation box. Thank you all! P/S: The file doesn't come with a texture sorry, it's not really important though.
  3. When width and height is set of a group, and a child sprite within is rotated, then said sprite gets stretched. Is this intended behaviour? I'm using Chrome ( Version 52.0.2712.0 canary ) on Windows with Phaser 2.4.6 Example: http://phaser.io/sandbox/zGrSberY/play function create() { var sizedGroup = game.add.group(); sprite = sizedGroup.create(0, 0, 'phaser'); sizedGroup.width = 100; sizedGroup.height = 100; sizedGroup.x = 200; sizedGroup.y = 200; } function update(){ sprite.angle += 0.6; }
  4. aurelien974

    Stretching the middle of a sprite

    Hi I would like to know if there is a way to stretch easily only the middle of a sprite with Phaser, or will it be implemented in the future ? If you know Unity, it's like the GUITexture border settings which specify how many pixels on each edge of a sprite will be unstretched. Thanks and have a nice day !
  5. Resizing the window when there is no post process means the views aspect ratio gets updated when the engine.resize() function is used. However resizing the window while a postprocess is enabled means the view gets stretched even while the engine.resize() function is running. The "engine.resize()" function still updates the resolution if there is a post process, since there are no stretched or blurry pixels, it's just the aspect ratio that doesn't change. Everything works if the window is resized and then the page is refreshed but it would be nice for it to update without a refresh (using the "pass" postProcess) Is there a way to update the postprocess ratio when the window is resized? PostProcess code: postProcess0 = new BABYLON.PassPostProcess("Scene copy", 1.0, camera);
  6. RetardVeverca

    Multiple screen resolutions

    Hi What is the best way to support multiple screen resolutions and different aspect ratios on Android devices? (I am developing 2d game with CocoonJS) I know you can scale it with idtkScale when working with CocoonJS, but that is not the perfect solution. Do you make highest resolution sprites and scale them down with game.scene.stage.scale.set ? And where can I find more about this function and others which might be useful like, hiresFactor, hires, retina and other properties of game.System class? Is maybe this the best solution? And how would I implement it properly in Panda.js? Regards