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by Waterluvian 960 days ago
For me, the most frustrating part of trying to publish games that run in the browser is how poorly Phaser and Pixi handles different resolutions.

There’s no comfortable way to say, “at this ratio, fill as much of the page window as possible, and then scale the in-engine viewport so that we always show the same game area and same coordinate space. Just different sized graphics.”

You can kind of do it but you keep running into the fact that the engines want to work in a pixel space and you end up having to re-compensate for your zooming by rendering shapes, fonts, and other non-sprites at excessive resolutions.

Unfortunately I can’t get LCD, Please to run on my phone at all, which is another challenge: realizing actual browser and device compatibility.

I just want a really solid environment to ship very well-polished tiny games via browser so people don’t have to download and install anything. Ideally I’m not making users download 8MB of WASM as a wrapper around Unity or Godot (neither of which are all that reliable yet in a web context) Itch.io almost kind of sometimes gets us there.

Sorry, I’m not trying to complain. Just just really want this to work and I’ve tried so many times and keep giving up. Mini web gaming needs a killer engine, still.