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Found 7 results

  1. Hey there! I am using the latest Phaser.js from the official website. I am creating a game that is supposed to be 640x480 in size. var game = new Phaser.Game(640, 480, Phaser.AUTO, '', { preload: preload, create: create, update: update }); But the final canvas that is being rendered is 800x600 in size, which would be correct according to my Windows DPI settings of 125% (640*1.25=800, 480*1.25=600). A resolution of 1280x720 will get scaled up to 1600x900 and as a result, everything will look blurred. The website itself is not zoomed in or enlarged in any way using Chrome.
  2. Hello, I noticed some jagged edges on the diagonal lines. Is there any way to get rid of them? I have tried using the ffxa post processing, but it still does not remove them completely. Why do they even occur? It's just a straight line. Sorry if I can't give any more input in this issue, but my knowledge of graphics is limited. Here's a babylonjs playground example. https://playground.babylonjs.com/#G3JCQ6#1 Attached is a screenshot of how it looks in the scene of my project. The diagonal lines don't look very appealing for a production ready project.
  3. Hello I use Phaser.text in my game. I want to align the text so I use text.anchor.set(0.5). On my small text it work fine but on my biggest text it make it blurry I read on forum to use text.anchor.x = Math.round(text.width * 0.5); but it only make my text disappear Is there an other way to do or maybe I'm doing it wrong question = game.add.text(310,180,questions[nbalea], {fontSize: '32px', fill: '#000' }); question.anchor.set(0.5); question.anchor.x = Math.round(question.width * 0.5); Thank you
  4. So i've encountered a problem when it comes to rendering low res sprites and upscaling in phaser. I'm pretty sure this issue has been tackled many times, but i haven't found any good solutions to it. The problem is that some pixels are getting wider than others. Like this: My game is at 480x320 and im scaling the game with SHOW_ALL. I've tried settin roundPixels to true and various CSS tricks. But nothing seem to change. Anybody know a swift solution to this? Thanks!
  5. Hey all, I'm trying to import my pixel art background images into Phaser, and no matter what non-smoothing code I put in there, there is still a blur on these images. I hope someone can help out. Here is a comparison between what it should be and what it is: Here is the code I use: var height = 480;var width = 852;var game = new Phaser.Game(width, height, Phaser.CANVAS, '', { preload: preload, create: create, update: update }, false, false);function preload() { console.log('Preload') ; Phaser.Canvas.setSmoothingEnabled(game.context, false); game.antialias = false; game.stag
  6. Im having trouble rendering text that doesn't end up super pixilated. I'm finding it happens with most text, but mainly text that updates. Is there a good way to prevent text from becoming blurry? Im using fontface, would bitmap text be a better option?
  7. Hi guys, I've been playing around with Phaser for the last couple of weeks and I'm really loving it, very easy to work with and fun too! I have come across an issue however, I'm sure I'm probably doing something silly so I'm hoping someone can point me in the right direction. The issue: I come from a web dev background, so for my images, I've made them double the size and then using scale.setTo(0.5,0,5) to shrink them to the size I want them to display at. That's all fine, however when I use the game on my iPhone the images appear rather blurry instead of nice and crisp. Can anyone poi
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