Quick answer: Match the sampling mode to the art (point for pixel art, linear for HD), set the right fullscreen scaling and high-DPI options, and keep displayed size aligned with your art's native resolution.

Crisp in the editor, soft on the site — the difference is scaling. Pixel-art and HD games need opposite settings, and one project setting each. Here is the matrix.

How to fix it

1. Pixel art wants point sampling

Set sampling to Point (nearest) and use integer scaling (letterbox integer scale) so pixels stay square and sharp — linear sampling is exactly what smears pixel art.

2. HD art wants linear plus high-DPI

Keep Linear sampling and enable high-DPI display support so retina screens render at full density — without it, everything upscales from a low-res buffer.

3. Check the embed's CSS

A canvas rendered at 640px stretched by page CSS to 900px is blurry regardless of settings — size the embed to the render size or let the fullscreen modes own scaling.

4. Author at the display size

Art authored at 2x and displayed at 1.37x scale will never be crisp — pick a native resolution strategy and align asset sizes, layout size, and scaling mode to it.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Construct 3 error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.