Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by fulvio

I am using CocoonJS on Android with the ImpactJS engine. Everything seems to be working fine, however if I scale my game to 2 then it takes an incredible amount of time to load my game as opposed to using a scale of 1.

If I use the following, the game loads very slowly:

ig.main('#canvas', MyGame, 60, 320, 180, 2);

Using a scale of 1 the game loads much much faster:

ig.main('#canvas', MyGame, 60, 320, 180, 1);

Why don't I use scale 1? Well when I do that my pixel perfect game looks all blurry and doesn't look as crisp as I'd like it to be.

The devices I've been using are Samsung Galaxy S2 and S3.

I was also confused as to what the resolution of the Androids are. I know that 284, 160 is what I use for iPhone 5 and anything below is 240, 160. Even if I use a different width and height the load time issues and quality are still the same though.

I'm hoping someone has had experience with a pixel perfection game on an Android using CocoonJS.

1 decade ago by fulvio

Dominic recommended using the following:

ext.IDTK_APP.makeCall("setDefaultAntialias", false);
ig.main('#canvas', OxygeneMainMenu, 60, 320, 180, 1);

Which is mentioned further here.

I'm yet to see if it works properly though.

1 decade ago by fulvio

Can confirm that the following worked perfectly.

ext.IDTK_APP.makeCall("setDefaultAntialias", false);
ig.main('#canvas', OxygeneMainMenu, 60, 320, 180, 1);

Thanks again dom!
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