drhayes Posted March 12, 2014 Share Posted March 12, 2014 I'm just getting started with Phaser and I'm making a pixel-art-looking Metroidvania-type game. * Should I resign myself to using canvas instead of WebGL? Currently, my player sprite is 9 pixels wide by 20 pixels high. When I scale my game up (using this code... is that right?), my sprite looks very blurry. Is there a way to change how WebGL resamples my sprite to make it pixel-perfect? Best-neighbor, that kind of thing? I was hoping to use WebGL as a learning experience and to, maybe, experiment with shader-type effects down the road. * Related to above, should I scale my sprites up manually myself? I could scale my sprite in my image editor to a bigger size (one pixel could actually be a 3x3 block, for example). But does Phaser offer a way to do that for me when scaling and I'm missing it? I'm *very* interested in hearing from other pixel-art game makers on how they solved these problems. Link to comment Share on other sites More sharing options...
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