enpu Posted February 17, 2013 Share Posted February 17, 2013 Is there any HTML5 game example that uses Retina graphics? Quote Link to comment Share on other sites More sharing options...
tyson Posted February 18, 2013 Share Posted February 18, 2013 Not sure if there is an example out there, but I've got multiple graphic scales in my game. One for desktop and one for mobile.In my case I used user agent sniffing, but I think the correct way is to look at the devicePixelRatio property and then change your resource path based on that. Then of course use percentages for your layout. Quote Link to comment Share on other sites More sharing options...
hima Posted February 18, 2013 Share Posted February 18, 2013 Yeah, using devicePixelRatio to check is the way to go. It also depends on the framework that you are using. In my last game, I took the same approach as the one in coco2d, which is working with the position in term of point instead of pixel, and multiply the point by a scale multiplier depending on the device's pixel ratio. What suck is that an iPod Touch 4th gen, while it is a retina graphic device, doesn't seem to handle all the large graphic quite well. I think it's the only device that has this problem so maybe you can ignore it and focus on other high end models. Quote Link to comment Share on other sites More sharing options...
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