![]() You can also see in the image below that all versions of bg and ball files were loaded to player.ģ.1 - I open player and set device dimensionsģ.2 - I run the project to see how it will apear in player (I resize player to fit application dimensions with ALT+F key combination).ģ.33 - close the player (to assure I won't forget to run project after changing player's resolution).ģ.1 - for device resolutions 240x320, 240x400, 320x480 and 320x568 the image (600x300) would be used but instead the image (2400x1200) was used.ģ.2 - for device resolutions 640x960 the image (600x300) would be used but instead the image (1200圆00) was used.ģ.3 - for device resolutions 900x12x1920 the image (1200圆00) would be used. I'm 100% sure the misbehaviour is my fault, but I failed to find out what is causing the problem. Guys, I'm testing solution proposed by but it is not working. Ps, You can upload multiple apk files to Google's store for different graphics sizes and Google will automatically give the user an apk for his screen size I test my game on very weak devices and everything works fine without multiple sprite size options.īut my weak device has very little memory, so it's more important that the apk file is small, so I don't add extra graphics to the file You can create 3 background sizes * 2400 and = 600 * 1200 are used on different screen sizes, but with the same aspect ratio! The sprite will automatically scale to fit the screen size No, you must specify the coordinates of the sprite, not absolutely, but relative to the edges of the screen or center When using my method, there will be no stripes, the background will go beyond the screen and crop on square screens ![]() I know a guy that has a low end device that expends around $100 / month buying digital goods in the games he plays (is him an exception ?). Maybe I should ignore low end devices, maybe not. a background of 1200 x 2400 won't use too much memory so that those devices whose resolutions are 480x854 and below don't crash? I'm assuming these are low end devices. won't sprites be to small for devices whose resolutions are 480x854 and lower? So I can just use, say tPosition(100, 200). * won't need to add that delta that takes in account real and logical dimenstions to position sprites. * will use just images designed for the logical dimension. * won't need to set image scales etc.) in Project properties. Using the strategy you told us, I understand that we: I'll give it a try on it, but I have some doubts about it: So do you thing it works fine for vast majority of screen resolutions? I think I'm complicating stuffs, but this issue confuses me a lot.īackground of the game I make height 1200 and width 1200 * 2 (for screens 2: 1) Picture bellow illustrates what I'm trying to explain. If I add another that has 800x480, it implies that it will be areas of logical dimension where I cannot add objects, otherwise they won't show up for users whose devices resolution are 800x400, right? Suppose that my logical dimension be 1024x768 and that my bg.png = 1024x768. Using many different backgrounds sizes, the stretch gave me the best results (some distortions are so low we won't notice it), but for some resolutions distortion is very noticeable.ĭidn't I used enough variations of background images? Maybe. I didn't like the result of using letterbox, because it gets fine for some resolutions but let horizontal / vertical bars in others. My concerns now are: background image size and distortion and effective area where to put objects in screen.ġ - Regarding background image and distortion. And it is working like a Thanks for sharing the snippet for testing the APPLICATION_RESIZE event. Regarding absolute positioning of the objects, I'm following the recommendations in 's tutorial. I edited it to show data only for smartphones and tablets in the period between December 2018 to January 2020. I used the statistics from this site to check the most used screen resolutions. ![]() Thank you all for sharing your point of Thanks for the heads up. Please share your magic tricks to efficiently handle this mess of screen resolutions. I also though in having some 5 or 8 base resolutions, don't take advantage of Gideros support for image automatic resolution and manually handle scaling, but it also doesn't sound as the correct approach. It clearly states that My solution indeed is more a hassle than a real solution. Joining all 16:9 resolutions, we have all these resolutions:ġ080x1920 -> -> all 4:3 resolutions, we have all these resolutions:Ģ048x2732 -> it won't solve other groups os rations (3:2, 5:3, and others). One for screens whose resolution is 16:9 and other for screens whose resolution ration is 4:3. So it seems to me that I have to generate at least 2 versions of the game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |