I'm on a advanced development for a game made with createjs framework. However it's time to export it to some plataforms.platforms. The graphics are made for the ipad3 resolution. All assets are in fulliPad 3 resolution.
I Wouldwould like to export them to devices with less processing power, like iphone4iPhone 4 or low end androidsAndroids. But Hi definitionhi-definition assets drains the little processor of them.
resizeResizing all the files only is not a solution. thereThere must be some "scale factor" on image loader or another mechanism to get images in correct sizes.
ifIf my game canvas has virtual 1000px wide, and my asset has 1000px wide, the canvas will be filled by the asset. ifIf I resize it to half size, it will be 500px wide, and the canvas will be just half filled. There shoudshould be a scale factor that shoudshould get the displayObject displayObject (not the asset) and set its sizeXsizeX and sizeYsizeY to double size to fill the screen again. I can be done manyallymanually for every one, but im lookinI'm looking for a better solution.