<font face="Arial, Helvetica, sans-serif"><font size="2">Hi there guys.
I?m not sure if this is the best place to post my doubt, but well,I haven?t searched any other that fits better.
I?ve read the multiple screen resolution part, and the manual part about screen scale types and well, I?m having some issues in my project.
I?m workin on a game, in which resolution (for now) is Full HD (1920x1080).
I?ve tested all the scale modes (and also, width different sampling modes), and my problem is that, when the screen resolution is lower than that, my images get "blurry" and pixels get broken.
I think this is a common issue, but I?d want to know is there any way of improving this, or if I have to make the game in other (more proper) resolution.
<img src="http://dl.dropbox.com/u/7026907/scaleMode.gif" border="0" />
As you can see, the wall pixels get broken it some scale modes.
My actual (and what I think is the most adaptive) project configuration:
- Pixel rounding: On
- Windows size: 1920, 1080
- Fullscreen in browser: Letterbox integer scale
- Use iOs retina display: Yes
- Enable WebGL: On
- Sampling: Point
My main (future) objective, is to release the game for Windows8, so, I don?t know if this gets fixed once makin the final exportation or it will continue like this.
Gotta say I have big images created to and resized to smaller ones in tha layout view, but I don?t think this is the problem (in the example above, what it gets broken is a tiledbackground).
Thanks for all your help and comments, and sorry if this is a too stupid question.</font></font>