Hi Giderosians,
I have done the "ground work" for a simple little game im working on, and am now putting it on a real device. Firstly i want to say the android app tester (and selecting IP from the IDE) is AMAZING. So simple.
Anyway, my problem... I am using a pretty standard snippet to handle screen resolutions:
local scaleWidth = application:getDeviceWidth()/application:getContentHeight()
local scaleHeight = application:getDeviceHeight()/application:getContentWidth()
stage:setScale(scaleHeight, scaleWidth)
It works fine for everything - my textures are huge so they always scale down and look ok. My issue is with fonts. Unless the scale is 1:1, the fonts become pixelated as they're always scaling up (from 480x320 to something bigger).
Does anyone have any idea how to make fonts display nicely?
Thanks for any help
Comments
Automatic scaling: http://docs.giderosmobile.com/automatic_screen_scaling.html
in combination with Automatic image resolution: http://docs.giderosmobile.com/automatic_image_resolution.html
2) if you are using TTFonts, simply provide third argument true, to apply filtering to the font, which will try to smooth it, like this:
And it should all be ok
Likes: incipient
With regard to the scaling...that "automatic scaling" is really nifty too. the "purpose" of what i was doing was the same as automatic "stretch" - much simpler however, and more powerful for the other types!
http://artleeapps.com/
Bubble Adventure - Colors