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  1. Hello! I have a questions about compressed textures. Questions: 1) Default extension chooser pick @*x multiply depends on window.devicePixelRatio. It works well for mobile, iPhoneX has window.devicePixelRatio = 3. But desktop chrome browser has window.devicePixelRatio = 1. So by default I will get the lowest resolution for desktop browser. Solution is to check userAgent and if it is desktop, force to pick the highest resolution. Are there any others fancy solutions? 2) I have source textures for 1920x1080 resolution, I am generating textures @3x(1920x1080), @2x(1280x720) and @1x(640x3
  2. Hello pixijs forum and devs. I´m currently working on a multiplayer 2d Game. Problem: I'm using pivot for main game scene to follow the Player (in center) everything works okay when i have resolution at 1. -- Thanks for every reply, my english is not very well so ill try to explain throu the photos &code I'll attach some photos to show u my problem PIXIJS Inspector: - Pivot point does not scale properly with resolution. My code for resize and App I have my app declared here as static export class Game { //Create a Pixi A
  3. I'm building my first Pixi game and working on basic services for asset management. My game should support few different resolution asset packs. Pixi handles this fine with resolution values and scaling. Next part I'm working on is to reload higher definition assets when required. Lets say that player starts game on 800x500 embedded window but presses full screen toggle. In this case I'd like to load HD assets on background and then replace the SD assets with newer ones once loading is ready. Before implementation I'd like to know if there is any existing mechanism in Pixi for this kind o
  4. Hi, i'm looking to get any solution form resizing the 'game' correctly in desktop and mobile screens but no way. I get the background image (sprite) non centralized and zoomed stage. Anyone can tell me please what's the wrong? CSS body { background-color: rgb(0, 0, 0); width: 100%; height: 100%; overflow: hidden; } #pixi-canvas { position: absolute; top: 0; left: 0; right: 0; bottom: 0; margin: auto; } JS const logicalWidth = 1280 // window.innerWidth; const logicalHeight = 720 // window.innerHeight; // Init Application let app:
  5. I started working on game, which I would like to publish on Android and ios market. How I can set resolution or scale game to most popular devices? I found on google that the most popular resolution is (480, 320) var game = new Phaser.Game(480, 320, Phaser.CANVAS); I test my game (sample asstes) on Asus Zenphone GO (resolution: 720 x 1280 pixels) and this is how it looks (white space on top and sides). How developers scale their games to fit all phones?
  6. Hello, I have my canvas stretching 100% width and height of the page. When running it in a small resolution screen and in a big resolution screen, the whole thing is scaled up. Is there any simple way to simple increase the radius of the camera based on the device resolution instead of having everything scale up? (Everything stays the same size just like regular html elements)
  7. Hi, I am using pixi to display a texture that consists of alternating black and white rows of pixels. Unfortunately, pixi doesn't show these as black and white, but rather shows grey wave-like patterns that look like there is a lot of aliasing happening. That would make sense if the size of the texture did not match the size of the pixi view on which it is shown. Yet in both cases, width and height are 256. An alternative explanation for this could also be that pixi is attempting some form of pixel interpolation, yet my application is created with roundPixels=true and resolution=1. Where
  8. Hey. I need help, I've been banging my head against this for hours. I've been scaling my game to fit screens on all devices, while maintaining the asset ratios. The game size increases so the controls work where ever you touch. I've run into an issue with Android/Chrome and itch.io. I'm not sure if it's specific to the browser, or the site, or mobile. It might be a full screen mobile issue all together, but I'm testing it on itch and an android with chrome. The first time the game loads it scales and works perfectly. Then, if I refresh the page or visit it later this happens
  9. Hi Phaser community, It is my first project with Phaser, I am struggling with devicePixelRatio and physics (arcade) body on ipad. When I set the Phaser.Game resolution to 2 (iPad pixel ratio) my sprites are resizing correctly, but the bodies are still positioned as if the resolution was 1. So the body are not positioned on sprites. Does this ring anyone's bell ? How could I match the body position with the sprite position ? Thank you
  10. Hi, I'm trying to build my HUD with PIXI.Text, but am having problem that the text is bigger when resolution is larger. For example when l load the page with browser at 200% zoom then my HUD ends up being twice as big. I want the text to stay the same size thou - higher resolution should make it look crisper not larger. Any help/ideas for this? Thanks! // create app var app = new PIXI.Application({ width: window.innerWidth, height: window.innerHeight, resolution: window.devicePixelRatio, autoResize: true, antialias: true, backgroundColor: 0xFFFFFF }); document.body.
  11. i made a html5 mobile game using pixi.js, the problem is the diaplay in mobile screen not very clear, seems like loss half pixels because retina screen? i am not deep understand about real pixel and display pixel~ first i wrote: image resolve not good, like loss half pixels. var width = screen.width var height = screen.height var app = new PIXI.Application(width, height, {transparent : true}) document.getElementById('canvas').appendChild(app.view) var board = new PIXI.Graphics() var coin = new Sprite(TextureCache['back.png']) // radius is a dynamic calculation value coin.width = ra
  12. I'm developing Phaser games for Android devices. I do not use Cordova Phonegap, please do not suggest me to do it. All I do is manually putting my HTML5 and JS files into an assets folder and calling it from Android WebView. Now, the problem is resolution. I always getting jagged images and not satisfied. Before using Phaser, I developed my HTML5 games by setting game's canvas width & height twice larger from device's screen. Then, I simply put css code to downscale the canvas to fit the screen. The result was good, images are crisp. But with Phaser, I can not set canvas width&a
  13. Hi I have a scaling question. I'm working on a multiplayer tile based driving game where the camera is following the car. I want players to see the same of the map regardless of their screen resolution. So for example if I have 1024x768 as my base size and tiles are 64x64 pixels which will mean 1024 / 64 = 16 tile cols will be visible to the player. If someone opens my game with 1280x1080 as their resolution I don't want them to see 1280 / 64 = 20 tiles but instead scale the graphics and tiles to 1280 / 16 = 80 x 80 pixels per tile. Is there any automated way of doing this or do I need to
  14. Hello, How do I make my canvas look the same on all devices? function PixiPlay(){ var renderer = PIXI.autoDetectRenderer(350,460,{antialias: false, transparent: false}); document.body.appendChild(renderer.view); var root = new PIXI.Container(); I saw a tutorial talking about Pixiv4. But he talks almost nothing about the canvas Can anyone teach me how to do this, in a simple way, please?
  15. Hi, I have a question about the resolution in PIXI.js: If I create a PIXI.Graphic object (for example a rectangle) with the size 50 pixels by 50 pixels, this rectangle will be the same size on my desktop machine (devicePixelRatio 1) as a 50 pixel by 50 pixel div element. When I look at the same page with an iPad Air 2 (devicePixelRatio 2), the rectangle drawn with PIXI is twice the size of the div element. In my opinion, on the iPad, both elements should be equally large, right? I have created a CodePen: http://codepen.io/fresh5/pen/jBxNjO Thanks for your support!
  16. Hello, I changed the game resolution to detect the device pixel ratio. It works well excepts when I try to display a tilemap. With a resolution of one, the map is displayed properly, but with two (on a Mac retina), the map is half displayed. Do you have any clue about how to fix it? Thank you by advance!
  17. Hi ! I am having an issue with shadow maps, it seems pretty random, but from time to time the shadow map seems to "degenerate" meaning that the shadow map's resolution progressively lowers until the shadow is not visible anymore. I don't know what could cause that, I am not running any scene optimiser and not touching my shadow map during the renderloop so there is no reason its resolution suddently start to lower by itself... I am running the (v2.5.-beta) version. I will try and pose a screenshot of the scene as I can't seem to be able to reproduce it in the playground. Th
  18. I have been searching around and it seems that to be able to support retina displays, the RESIZE scalemode cannot be used. Is this really the case? My game is dependent on the responsiveness and freedom the RESIZE scalemode provides. By setting the resolution according to window.devicePixelRatio, the resolution and the size of all game objects increases. When scaling the game objects down to their appropriate sizes, the click-listeners disappears or gets misplaced. Any nudge in the right direction is very much appreciated!
  19. Hello everybody! There is my fragment shader for PIXI.Filter. I'm using it to change the colour of the area drawed by PIXI's primitives (eg. for gradient effect). All looks good on renderer.resolution = 1 but if i set it into 2 It draws additional line out of the area, and strange big pixels on a complex forms like chart (see screenshots). Help me please :-) precision mediump float; varying vec2 vTextureCoord; uniform sampler2D uSampler; uniform mat3 mappedMatrix; uniform vec4 topColor; uniform vec4 bottomColor; uniform float alpha; void main(void) { vec4 result = texture2D(u
  20. Hello there. I'm making a simple game to understand phaser better. I have made a simple game using this resolution: phaserGame = new Phaser.Game(480, 720, Phaser.AUTO, ''); So, i can center this on screen etc. However, if i wish the game to be resized to fit the screen in desktop and mobile devices, what would be the best way to do ? Thanks again for any attention
  21. Hi, a game needs to run on a 46' screen or 48' screen in full-screen, where the screen orientation is set to portrait mode in PC. The resolution is 1920x1080 as it is 16:9. How should I model the game world, its width and height? And the size of the objects/images of the game? If I make the game world 1080/1920 as well as background image (1080px/1920px) and game object/images relative to these dimensions, will it look ok on full-screen? Thanks
  22. I intend to build my next point & click game with Pixi.js and I'm currently exploring its api and capabilities. In my game engine, I'd like to support multiple resolutions so that game would look nice on desktop and mobile. For this purpose I'd need a system which would scale the game properly depending on the device or canvas size on web page. To implement this I'd need basically two systems: 1) Coordinate transformation so that I could develop game in lets say 1920x1080 resolution and set object/sprites positions in that scake and then down or up scale the stage when needed to 800x4
  23. Hi, just a simple question. I'm planning to make a 2D Puzzle Game similar to CandyCrush (matching 3 type of game) for mobile devices. My question is which resolution should I start with to keep the images sharp while having good performance? Is 1920 x 1080 a good start for a background? I'm planning to develop the assets in HD and just scale them down on screen with smaller dimensions but I'm afraid the resolution might make the game crawl like a snail. Thanks.
  24. UPDATE: Read the thread down to find posts with best solution(s); There is a lot of discussions in this forum about scaling a Phaser Game. I found most of the game devs and examples using a high quality art/assets for games. For smaller devices the canvas is scaled down accordingly. This creates a doubtful question in our minds about the performance impact of overkilling small devices with hd graphics. Well I found the first step to improve that. 1. First of all decide the width and height of your game world. Think of this dimension in an ideal world i.e., 1:1 pixel ratio. So for example
  25. Hello, I am using Intel XDK with phaser to create a mobile game. To scale the game to every resolution I use this code ratio = window.devicePixelRatio || 1; w = window.screen.availWidth * ratio; h = window.screen.availHeight * ratio; var config = { "width": w, "height": h, "renderer": Phaser.AUTO, "parent": 'game', "resolution": ratio }; game = new Phaser.Game(config); This works properly when ratio < 3 but above that game gets stretched vertically so for devices like iphone 6+ and devices with FHD resolution. If i dont provide the resolution param
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