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Found 3 results

  1. I'm looking for right way to manage my assets that for device with hd screen used default atlases, but for device with full hd screen or retina used 2x size atlases.
  2. I'm making a simple game in phaser ( http://victak.github.io/SuperDuperMegaDeathBird/ ), but am struggling a bit with making it look good on my smartphone (a nexus 5). Thing is, the graphics are pretty crisp and nice on the computer (my screen reso is 1366x768). But in my mobile device, it's not bad, but not crisp as it was intended to be. How can I remedy this issue? I tried increasing the assets png size, doubling it and then using this.objectHere.scale.setTo(a,b) to scale it down, but it still isn't good enough. Increasing x4 and then scaling it down makes it too pixelated (image too big scaling to too small). Do you guys have any advice on how to remedy this problem?
  3. Does phaser support swapping out sprites based on pixel density? I have folders for 1X, 2X, 3X, etc and I want to preload all of the assets in that folder based on pixel density. I then want to apply a global scale so that every thing in the app is scaled correctly. I also want to design my game using a resolution of 320x480 and have all the coordinates scale as well. I've tried using USER_SCALE but it does not appear to do anything.
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