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Getting Touchy Blog
5th December 2016

Developments


Much of the coming week's blogs will be "I worked on the framework some more."

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Yesterday, I worked on the framework some more.
I got most of the basic sprite functions up and running, decided on how the main loader method should work, and tried getting none-smoothed sprites to work properly.

framework

In my previous framework, I had 3 versions of every single sprite. small, medium and large.
These allowed me to run the same pixelated game on many different resolutions, without the native scaling functions making things blurry.
A few years back when I created my last framework, it didn't seem possible (or at least, easy!) to have pixel-mode in certain targets. HTML5 being one, and IIRC, Android being another.

HTML5 was tricky to get to work properly. It seems to want to keep flipping back to smoothed sprites, no matter how many times you tell it otherwise!
I think I've managed to get most instances sorted, but there's still one glaring case when it's still switching back to fuzziness.

Hitting F11 when in my "Multi-resolution HTML Testbed" will flip to "near-enough fullscreen", but because I've not performed a mouseclick, the game doesn't trigger the re-focus function, which is what resets it to pixelated mode.
Hmm..
It's not that important, but it's the mode I usually take my screenshots in! I'll have to remember to click the separate button, instead of just using the keyboard shortcut.

Today I'll be trying to figure out if it's working properly on Android or not.
Hmm...

Daily Doodle : It's Cold Outside



Platdude loves winter, when he can warm himself up beside the fire, and outside is all snowy and white.

Misc..


My fingers, they begin to fight.
My watch's strap is on too tight.
I lift the peg and move it down.
But now the watch, it flops around.


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