I'm on a advanced development for a game made with createjs framework. However it's time to export it to some platforms. The graphics are made for the iPad 3 resolution.
I would like to export them to devices with less processing power, like iPhone 4 or low end Androids. But hi-definition assets drains the little processor of them.
Resizing all the files is not a solution. There must be some "scale factor" on image loader or another mechanism to get images in correct sizes.
If my game canvas has virtual 1000px wide, and my asset has 1000px wide, the canvas will be filled by the asset. If I resize it to half size, it will be 500px wide, and the canvas will be just half filled. There should be a scale factor that should get the
displayObject (not the asset) and set its
sizeY to double size to fill the screen again. I can be done manually for every one, but I'm looking for a better solution.