sprite.displayWidth=*.1 sprite.scaleY=sprite.scaleX.Sets the width of the sprite to 10% of the original Sets the scale of the sprite to 50% of the original size There are several ways to set a scale on a sprite. We can get the size of the game by accessing the config object in the game. Phaser has a lot of built-in things that make it easy for us. If you are able to set a scale it is even easier. It will work in any game as long as you know the size of the stage or viewport in case of scrolling games and can set the height and width of objects. This isn’t just for Phaser, this is maths. Personally, I like to scale objects based on the game’s dimensions. For example, I might make the width of the player 10 percent of the game’s width and then scale it proportionally. I use scaling in all my game to make things fit nicely on the screen. Think of a coin being twice as big as the player! If it is really much too big then I will re-edit the image and scale it down. Often times this produces comical results. “That’s what’s ultimately going to drive the West, which is still PC-oriented and console-oriented, towards the phone - because we just won’t have anything else.Often times when making a game, I will add a sprite to the stage to find out it looks bigger in the game than it did in the editing program. “In the West, I think we’re all kind of moving away from owning big pieces of hardware, like PCs and laptops,” said Maxfield, who pointed out that a similar shift is already underway in Asia. As the esports industry moves towards 2022, teams, event organizers and brands alike are continuing to ramp up their involvement in the space. No matter how long it takes, ESL views the growth of mobile esports as an inevitability, the result of the increasing computing power of smartphones and other mobile devices. “But the right infrastructure and foundation needs to be put in place first.”
“It’s been a little more of a slow burn, to start, but I do believe Wild Rift is going to be wildly successful over time,” Rosenblatt added.
“The last piece on top is the absolute best players in the games that we operate in,” Rosenblatt said.Īfter all, Rosenblatt said, it’s only a matter of time until top players make the jump from PC or console esports into analogous mobile titles, generating the interest and activity necessary to support a league of elite mobile players.
The company’s wide user base of casual players (“the open layer”) will support a smaller subset of “challengers,” skilled journeymen who are vying to join the top tier of elite professional players. The company’s long-term plan is to structure its mobile events into a “zero-to-hero pyramid,” said Kevin Rosenblatt, general manager of mobile at ESL Gaming. This consolidated approach works in part because ESL’s mobile esports framework is still taking shape. “It’s necessary to kind of categorize mobile esports as its own thing for now,” Maxfield said. ESL Mobile’s streamlined approach is largely for the benefit of potential brand partners that are unfamiliar with the mobile esports space. But the company consolidates its mobile events under the umbrella of ESL Mobile - a departure from its console and PC events, which operate as separate “game verticals” with their own tournaments and infrastructure.
Two years into this push, ESL currently runs competitive events for seven mobile titles: Brawl Stars, Clash of Clans, Wild Rift, Asphalt 9: Legends, PUBG Mobile, Clash Royale and Legends of Runeterra. “Since then, we’ve launched as a mobile app across Europe, North America and Asia, with the intention to do a lot more and really bring mobile esports to the globe.” “In early 2019, we launched ESL Mobile Open, presented by AT&T in North America,” said Oliver Maxfield, director of product management at ESL. The success of these early mobile tournaments encouraged ESL to create mobile gaming operation of its own. The company ran its first mobile esports events in 2017, for the title Clash Royale - though those events belonged to the game’s developer Supercell, not ESL. It operates both long-running tournament series, such as Intel Extreme Masters, and “Pro Tour” leagues for prominent esports like Counter-Strike: Global Offensive.
In 2021, ESL expanded its dedicated mobile esports vertical to prepare for a future in which mobile devices are the most popular way to game.įounded in 2000 as the Electronic Sports League, ESL is one of the largest and oldest esports event companies in existence. Mobile gaming is an ever-growing facet of the global esports market, and esports company ESL Gaming has adjusted its approach to competitive gaming accordingly.