The ratio of the dimensions of a screen resolution. Always listed as the longer dimension first.

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0
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1answer
176 views

Why do camera's aspect ratio look good on computer but not on Android devices?

I'm developing a game for Android devices and I have a script that solves the aspect-ratio problem for computer screens but not for my intended target platform. It looks perfect on computer, even when ...
0
votes
1answer
80 views

How can I prevent the viewport from stretching/distorting?

Basically, I want to know how I can remove distortion or stretching of the rendered image when the viewport/window size changes. The following images exemplify the distortion/stretching I'm talking ...
9
votes
5answers
1k views

How do you handle aspect ratio differences with Unity 2D?

I've gotten a lot of answers to this question, but they are all generic and generally not very useful. None of the tutorials talk about aspect ratio and dealing with mobile devices and there are a ...
2
votes
2answers
439 views

Problem to match font size to the screen resolution in libgdx

I'm having problems to show text on my game at same size on different screens, and I did a simple test. This test consists to show a text fitting at the screen, I want the text has the same size ...
0
votes
0answers
67 views

Scaling issues with Open GL viewport / scissor box (Trying to draw outside of viewport)

In my game I am currently scaling the viewport so it retains the ratio of my development device like so: width = (int) Math.min(deviceWidth, deviceHeight * 1.702127659574468); //1.702127659574468 is ...
0
votes
2answers
367 views

Confusion over GLViewport

I'm hoping someone can help me understand the GLViewport and what happens when we resize it This will illustrate my confusion.... So, here I have a quad stuck in the middle of the screen. If I ...
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vote
2answers
115 views

Keeping ratio the same across devices on fixed screen game

My game is an Android game using OpenGL ES 2.0 (But this question could apply to any platform). I have read many questions on here regarding ratio management, and also read many tutorials outside of ...
2
votes
1answer
568 views

How to match font size with screen resolution?

So I'm working on a game using LibGDX, and I have a problem. To make my game fit most resolutions, I created a base asset for each aspect ratio, for example, a main menu background image, I made it ...
0
votes
0answers
44 views

What aspect ratios and resolutions should my mobile game target? [duplicate]

I used cocos2d-x to create a game. How do I need to set up the art so it works on different devices? How many aspect ratios and resolutions should I slice the same image to have it look good on iOS ...
0
votes
0answers
29 views

Why doesn't my game start in landscape mode?

I want my game to run on all Android devices in LANDSCAPE_FIXED mode, but this mode works only for some screen resolutions. PORTRAIT_FIXED works well for all devices. I'm testing this on and emulator. ...
1
vote
1answer
284 views

Aspect ratio in LibGdx

I'm learning LibGdx and I need some help with the camera. Let's see, I'm making a Chu Chu Rocket! clon to start. I've loaded a TiledMap (10x10), and I've created an OrthographicCamera to show the ...
0
votes
1answer
93 views

How can I support both multiple resolutions and multiple orientations in a game?

I am writing a mobile Android and iOS game. This game is similar to Doodle Jump, but without scrolling. In my game I display a background image that should cover the entire screen. On top of that I ...
0
votes
2answers
136 views

How do I make objects' speeds appear the same despite screen resolution?

I'm working on my HTML5 game with Intel XDK. I'm stuck on making all devices display the same number of frames per second. The first generation iPad has a screen resolution of 1024 pixels ...
0
votes
0answers
32 views

Image ratios in monogame project

What are the image ratios i should use in my monogame project, knowing that i will build it in different plateforms(ios, android, windows phone). thank you in advance.
2
votes
2answers
72 views

Would seam carving/liquid rescale make changing aspect ratios easier?

Seam carving is an algorithm which allows for resizing images without major distortions. I think it might help to make games which would adapt to different aspect ratios/resolutions much easier. But ...
-1
votes
1answer
184 views

Recommended aspect ratio for android / smartphones?

I'm making a game for android and would do it in 720p, but the phones got all different aspect ratios. Also thinking about a ios and windows phone port later. When the aspect ratio does not match, ...
0
votes
0answers
135 views

Handling 3D perspective for different aspect ratio

I have problem for supporting different aspect ratio in developing Mobile Game. I was developing on 2:3 screen which is iPhone 4 (Retina). When I use width and height for screen size and use fixed ...
2
votes
1answer
61 views

Repositioning and resizing when i change the size of my window

I am trying to write a game. When someone resizes the window of my game, I need all the graphics i have drawn on the screen to reposition correctly so that the ratio of the graphics' width and height ...
1
vote
1answer
82 views

How to handle scaled aspect ratio multiplayer player coordinates

I'm building a cross platform multiplayer game. I'm using pixel graphics and starting at a small 256x144 16:9 aspect ratio That gets scaled up to larger 16:9 resolutions. The graphics look ok however ...
3
votes
2answers
167 views

Formula for converting ratio of current device to target device

I am designing my (Android/OpenGL ES 2.0) app on one device and want it to run all all other devices while keeping the screen ratio of the development device (so the image doesn't stretch / squash), ...
1
vote
1answer
353 views

Centering GLViewport position within physical screen

I'm developing my app on one device and want it to display at the same ratio on all other devices. Currently what I have is 'image 1' in my image below - the game fits perfectly onto my development ...
3
votes
2answers
457 views

Clipping a windows draw area - Direct x 9 and c++ - 2D using D3D

DirectX 9, C++... Let me set the scene: I have a 16:9 image. I have a 16:10 screen. I want the 16:9 image to be drawn so that it is vertically centred within my 16:10 screen. My 16:9 image is 1920 x ...
5
votes
1answer
287 views

Handling Different Aspect Ratios for a Multiplayer Game

I'm currently designing a competitive 2D, side-scrolling multiplayer game and I want support full screen play at any aspect ratio (e.g., 4:3, 5:4, 16:10, 16:9). Doing that is not so much a problem, my ...
5
votes
2answers
2k views

How do I support variable screen ratios using AndEngine?

When displaying a background, AndEngine produces black bars above the image on certain devices. How do I support variable screen ratios for different devices using AndEngine?
1
vote
2answers
2k views

Detecting Screen Resolution in Android/AndEngine to display high or low quality images

I am developing a game with 1024x600 resolution. I can't target smaller resolution devices at this resolution, so I intend to use two graphics for the game. How do I detect which graphics to use for ...
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vote
2answers
117 views

Textures loading too large on smaller monitors

I have an XNA game, and when i run the game the textures load all good on my computer and on my tv and they're all bring drawn in the right position. But on my laptop, which screen is smaller then ...
0
votes
1answer
241 views

Curiosity on any Smartphones that Run on Android 2.3.3 with Different Screen Reoslution

I have a question regarding about any smartphones that run only in Android 2.3.3. Is the size of screen or the screen resolution is always HVGA or does it have capable of running this OS (Android ...
2
votes
2answers
2k views

Keeping Aspect Screen Ratio While Stays in Center

I sqw and I tried this suggestion on PISTACHIO BRAINSTORMIN* on how to make a good and adaptive screen ration. For every different screen size, let's say I put the perfect circle as a Texture in ...
4
votes
1answer
766 views

Updating games for iOS 6 and new iPhone/iPod Touch

Say I have a game that runs full-screen on iPhone 4S and older devices. The balance of the game is just right for the 480 x 320 screen and associated aspect ratio. Now I want to update my game to run ...
6
votes
2answers
689 views

Is it a good idea to make a game for one aspect ratio and arbitrary screen resolution?

After several very small games I have decided to make something more standalone (2D) and playable. However, I have met the problem of every game that is going to be played in more screen resolutions. ...
5
votes
3answers
1k views

Designing for multiple screen resolutions and aspect ratios, target one resolution then scale to meet others or use normalized values?

I feel like what I'm currently doing is stupid but would just like reaffirmation it is. Basically I'm writing games which target a certain screen resolution (800x480), so all positions, widths and ...
36
votes
6answers
4k views

How would you handle different aspect ratios in a 2d platformer?

A long time ago, 4:3 pretty much the only apect ratio you would find on a pc. Today the most common one is 16:10, but most new monitors (especially laptops) are 16:9 I'm writing a 2d platformer and I ...