Jump to content

Search the Community

Showing results for tags 'resizing'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 4 results

  1. Hey!, I have started learning Pixi.js. What I am trying to do is fill the whole screen, but preserve the pixel art style and ratio. I tried using renderer.resize() but it simply changes the viewport. Suppose I have a game at 320x240 resolution, and my screen is 1366x768. So my game should zoom 3x and new resolution should be 960x720. But the new screen should use nearest neighbor scaling
  2. Hello folks! I'm developing a project which consists of a canvas and a set of menus and navigation tools to navigate into the scene. The project must be available both on desktop and tablet devices (not mobile phone). I have no problem with the desktop version of the project, but the tablet version causes some weird bugs I couldn't fix for now. I test the mobile rendering of the website on Google Chrome Developer Tools with device mode activated (Google Chrome version: 41.0.2272.101). The problem is that, on viewport resizing, the canvas won't resize properly when the width of the viewport
  3. I'm using pixi 2.2.5, and recently tried my project out on a retina ipad. I'm running into a strange texture resizing issue. This is probably my fault somehow, but I am struggling to figure out how to get the ipad to resize the texture properly. As you see in the attached image, it seems mobile safari is off by 1 pixel when trying to render each tile sprite. This makes it look like theres some space between each tile because it is actually partially rendering the bottom of the tile above this one in the texture. The tile sprites themselves live in a SpriteBatch, and I'm doing some resizing b
  4. During creating a pixelart game, i found that it would be better to use small-size images and scale them up depending on player's screen resolution. But there were smoothed and blurry: (small image - original size, 2 - resized by canvas, 3 - resized in graphicsGale - original size) I tried different methods to use nearest-neighbour algorithm to make images sharp. Finally, i made it with: bufcontext.webkitImageSmoothingEnabled = false; bufcontext.mozImageSmoothingEnabled = false; But it doesn't work in IE and Opera. What kind of method can cover all(5) browsers? Also tried this for ca
×
×
  • Create New...