mazoku Posted July 24, 2014 Share Posted July 24, 2014 I'm sorry if its stupid question. I am making game with size 320x480 and when its small it looks good. How to make the images scale without blurry effects - so it can be playable and good looking on desktop full screen? Link to comment Share on other sites More sharing options...
nomolosvulgaris Posted July 24, 2014 Share Posted July 24, 2014 You should use CSS propertied image-rendering and -ms-interpolation-mode (for old IEs) on <canvas>. There's a lot of information about it in Google. You may also be needed to set sprite.smoothed = false; on sprites that are being rotated or scaled (even -1:1). Link to comment Share on other sites More sharing options...
lewster32 Posted July 24, 2014 Share Posted July 24, 2014 This is a huge topic with a lot of very tricky caveats, and Phaser and pixi are not currently well kitted out for this to be done easily. You have to create assets of different sizes for different screens, resize your game accordingly, anchor things to the screen in various ways so they move appropriately and so on. It's absolutely game-specific, but one of the things lacking at the moment is a device-independent coordinate system. Right now, everything is handled in pixels, but what is needed is the ability to have a fixed world size but a variable canvas size, so that when moving, scaling and so on, higher resolution assets will be in the correct place as lower resolution ones. Link to comment Share on other sites More sharing options...
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