pingu Posted August 14, 2018 Share Posted August 14, 2018 On Unity, I used to make sprites for the largest iPad that my game needs to support, and everything would still look good on smaller devices. But in Phaser 3, I notice that when large sprites are scaled down to fit into smaller mobile devices, they looks very zigged and aliased. Is there a way around this? Do I have to create sprites of multiple sizes and choose the right ones depending on the screen size? It is also recommended that sprite size be multiples of 2 - 256, 512, 1024, 2048, etc. It would still be very approximate to use the nearest power of 2 sprites depending on the screen size. Any advice? Regards Link to comment Share on other sites More sharing options...
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