codevinsky Posted May 5, 2014 Share Posted May 5, 2014 The point of #lowrezjam is to code a game that could fit inside of a 32x32 pixel display without any mid-pixel interpolation. It appears that Chrome and IE have upscaling issues that I haven't yet been able to figure out, so try to play this in: Firefox, or Safari There's music, and the game tries to move with the beat. Left/Right arrows to move. Because it's a WIP, currently you must refresh to restart PLAY: dualiet: #lowrezjam wip entry Thoughts? Comments? Quote Link to comment Share on other sites More sharing options...
Dabney Posted May 5, 2014 Share Posted May 5, 2014 Nice concept! Probably a little challenging for some people. Maybe you could add an "easy" mode by just shifting the position of the two balls down a bit so a casual player would have more time to react.I liked the music but was too busy trying to win to notice that the game was in beat to the music. Great job, especially given the lowrez constraint! Quote Link to comment Share on other sites More sharing options...
turnA Posted May 6, 2014 Share Posted May 6, 2014 Just curious. Can't you use the Render Crisp method (like in Phaser example)? It definitely working on Chrome too. Quote Link to comment Share on other sites More sharing options...
codevinsky Posted May 6, 2014 Author Share Posted May 6, 2014 I've already set that option, but it doesn't seem to be working. Quote Link to comment Share on other sites More sharing options...
castiboy Posted May 6, 2014 Share Posted May 6, 2014 Looks pretty cool but it's hard... I would definitely move the balls almost all the way down so there's more time to react. Also: While technically not "mid-pixel interpolation," it's interpolation nonetheless (but I guess it's a matter of style really.) Have you tried it with "game.stage.smoothed = false"? (edit: nevermind, I see it's already set to false.) About upscaling in the browser:From what I understand "game.stage.smoothed" controls the rendering of scaled&rotated graphics inside a Phaser canvas (if false, they shouldn't be anti-aliased, but it looks like they are here.)Here, from what I see, the game is rendered in 32x32 canvas which is then upscaled. The standard answer to that problem should be the "image rendering" CSS property, but for whatever reason Chrome still does not support nearest-neighbor interpolation. (more info here.) Apparently there's a solution for upscaled canvas that you could try: http://stackoverflow.com/a/11751817 Quote Link to comment Share on other sites More sharing options...
codevinsky Posted May 6, 2014 Author Share Posted May 6, 2014 Looks pretty cool but it's hard... I would definitely move the balls almost all the way down so there's more time to react. Also: Interesting. I was thinking that it was too easy. Quote Link to comment Share on other sites More sharing options...
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