The pixel resolution that the game displays in, or can be displayed in if there are multiple.

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0answers
25 views

Image Buttons Have Low Resolution Quality

I'm using Synfig Animator to draw my animations for my android game I'm also using Android Studio to write the code for it, However. On testing, the images that i'm using looks very bad and unfocused ...
1
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1answer
37 views

scaling problem with some resolutions

So I made a scaling system for different resolutions, and I got very weird results. I have an old "scaling" system where you can choose which scaleSize you want (for testing with the old 800 x 450 ...
0
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2answers
80 views

Monogame resolution problem (without scaling sprites)

So I'm working on a project and started working on a scaling system for different resolutions. I know if you change the monogame resolutions, that the texture won't scale but I noticed deformed ...
0
votes
3answers
56 views

Text independent of screen resolution in Unity? [closed]

I have the following code that depends on the resolution of the user's display: void OnGUI() { GUI.Label(new Rect(432, 525, 9000, 9000), ("Hello!")); } And of course, the location of the text ...
1
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3answers
139 views

In what size should i design sprites for unity iOS?

I am developing a 2D platform game in unity.I have conceptualised the game and have to design the art assets/sprites, but the problem is at what resolution or size do i design them? If I target the ...
0
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1answer
43 views

SDL2 and density-independent pixel

I'm currently using SDL2 on Android and that's my first experience with that library (to be honest, mainly chosen because I'd like to learn it). What is puzzling me is how to deal with different ...
3
votes
1answer
92 views

LibGdx 2d Free-Form Terrain

I have a query about how to create a 2d landscape level using libgdx/ box2d (Or possibly with Unity) for Android and iOs. Let me describe the goal and then the specific points I need help with. What ...
0
votes
5answers
110 views

How do you create images that work for multiple resolutions?

I'm currently doing some game development and I've been curious about this situation for many years. Let's say your game has two resolutions: 640x480 and 800x600 (using small numbers just for ...
0
votes
1answer
91 views

How to stretch screen image to fit higher res monitors set to lower resolutions with Unity?

Using Screen.SetResolution(width, height, windowMode); , how might I stretch the image to match the monitor size? I've noticed this problem occurs both with this line of code and also the default ...
1
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1answer
159 views

Pygame Fullsreen Display Issue

Code: import pygame pygame.init() # def Main(display,colors): clock =pygame.time.Clock() # surface = pygame.Surface(surface_resolution) # Create main surface ...
1
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0answers
97 views

Unity Engine: How to change mointor/desktop resolution in 4.5.3 and higher

As of unity 4.5.3, Screen.SetResolution and the Unity Resolution Display Dialog, by default, no longer change the monitor/desktop resolution. Instead, it only changes the render target resolution for ...
1
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0answers
54 views

Game Resolution [closed]

so I'm creating a game (as you can most likely infer from the title of this forum), and I'd like to know what resolutions I should consider implementing. I've Googled this, and I haven't quite found ...
1
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1answer
68 views

Aspect ratios for sprites in Unity3d

I'm using Unity3D version 5.0. I'm wondering what the best way to deal with changing resolutions in Unity is. In Swift I can just use the @x2/@x3 in order for it to pick the correct sprite for it ...
0
votes
1answer
517 views

What screen resolution do I make an android game in? [duplicate]

Is it safe to assume that most mobile phones and tablets today have moved to 1280x720 resolution and above and make the games in that resolution, scale down for smaller screens or is a smaller ...
0
votes
1answer
56 views

Handling Multiple Resolutions

Recently, I was going to implement and options menu into my game, but I haven't been able to figure out how changing resolution, conceptually, would work. Do I have multiple versions of the same ...
1
vote
1answer
54 views

Vector2.Distance on different resolutions

firstTouchPos = Camera.main.ScreenToWorldPoint(Input.GetTouch(0).position); endTouchPos = Camera.main.ScreenToWorldPoint(Input.GetTouch(0).position); //the height of the ...
0
votes
1answer
25 views

How to put labels at a specific point on any resolution

I am working on a project in Unity 4.6.1 and I put the label at the top: But when I put the Scene in full view this happened: I made a Development Build and when I select my resolution (1366x768) ...
1
vote
1answer
234 views

Problem, why the mouse cursor position is totally wrong, after resizing the window?

I come here, because i'm trying to add some "menu" interface in my small XNA Game . I found on internet a nice library adviced by many devellopers. Till now everythink is ok, the problem is my C# code ...
1
vote
1answer
143 views

How to make TMXTiledMap responsive?

I've been struggling with Cocos2d-x (C++) and finally I got to the point I feel more or less comfortable with that. My game is a 2D car-based one, with a straight infinite map where I've finally been ...
0
votes
1answer
118 views

Relationship between Camera's view size, screen resolution and objects scale

I've had this question since a long time ago and wanted to know the relationship between how an object is viewed through the camera depending on the resolution of the device, the camera's view size ...
2
votes
1answer
2k views

Stretch the game to fit the game window, in Unity 5

(Desktop) I want to make it so that when the user re-sizes the game window, the game is stretched to fill the window. (Similarly, for Android) I want it to be stretched to fit the screen as well. ...
0
votes
0answers
77 views

Switch fullscreen resolution at game launch with Adobe AIR

I have a game built in AS3/Flixel that is turned into an executable with Adobe AIR. What's the best way to allow multiple fullscreen resolutions? We have already made the game work for multiple ...
1
vote
2answers
224 views

How can I run a Unity game in a window larger than the desktop resolution?

I am exploring a research problem using Unity. I require a game resolution of at least 4096 x 786. There seems to be no option under build settings for setting a fixed screen size window. (The default ...
1
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0answers
64 views

Scaling issues with mobile devices

Okay, So I know there are many questions about this and I looked around trying to find an issue like mind but I couldn't. So my issue is that I am trying to figure out how to fill the screen with ...
1
vote
1answer
97 views

Weird windowed resolution - can't seem to change without changing the name

My game is windowed, and when I set the resolution in the build settings (960x540 - 16:9 - Windows standalone), and build it, it works as intended, but from then on, I can no longer change the ...
0
votes
1answer
586 views

How to deal with different resolutions in a 2D game? [duplicate]

For example, you have a sprite of mario with a size of 20px x 20px. This sprite however was made for a game resolution of 1000px x 1000px. What if you want to provide a different game resolution as ...
3
votes
2answers
1k views

Do resolution settings have any impact or give any advantage in online FPS games?

There is this crazy theory that has always bothered me. I am not after a technically but more theoretically (although technical knowledge is required to) answer; Two friends are playing the same ...
1
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2answers
305 views

Is using camera and viewport in Libgdx always necessary?

I understand that camera and viewport are important to keep virtual measurement units and handle different aspect ratios and resolutions when building games with worlds bigger than the screen (e.g. ...
4
votes
1answer
2k views

Cocos2d-x supporting multi-resolution using density independent pixels

Is there a way to use Density Independent pixels(dp) in cocos2d-x? I am developing an Android game using Cocos2d-x 3.0. The Android reference ...
8
votes
2answers
858 views

Game prelauncher with configurations (resolution/quality)

I've seen that a lot of games have the exactly same configuration screen before the game launches, as you can see in the following screenshot. Is this screen generated by some tool, for example, ...
0
votes
1answer
1k views

Android : How to get screen size in exact pixels ? (OpenGL render surface size etc)

On every single android device {emulators} from ldpi to xxhdpi, both DisplayMetrics and native JNI EGL return width:320 and height:526. Even on actual HTC ONE mobile it returns something like 320x526. ...
0
votes
2answers
742 views

Mobile Game Development: Supporting Multiple Screen Resolution for iOS

Questions When designing the graphics of the game (e.g. for iPhone): What is the resolution I should base it upon? Is it the smaller resolution (iPhone4 screen resolution) so that I could scale it ...
-1
votes
1answer
288 views

Biggest resolution for art assets for mobile games [closed]

I have created a game, and now I need to integrate graphics and distribute it for iOS and Android devices. As there are crazy number of screen resolutions, I think I should have just 3 set of art ...
1
vote
1answer
2k views

How to properly change resolution

I'm trying to understand how LibGDX handles screen size / resolution, etc. Coming from XNA this seems very confusing to me. Basically I want to support 480x800 for my game. If the screen size is ...
1
vote
1answer
1k views

How to resize my 2d game to fit the screen?

I am currently making a 2D game using Java (Java 2D). I want to make my game resizable. If you play any game on an emulator (e.g. legend of Zelda in fceux emulator) in full screen mode, you'll see ...
5
votes
3answers
3k views

Yet another libGDX resolution independance question

I am developping a Android smartphone game in LibGDX, and I am encountering issues about resolution managing. Most notably, I have no clue how to handle that in LibGDX. For now, I am developping ...
1
vote
1answer
203 views

Resolution independent game world in 3D

I'm developing a game similar to Don't Starve - 2D billboards in a 3D world. Now I have encountered a problem with resolutions. I want the player to be able to change resolution, but I don't want to ...
0
votes
0answers
79 views

iOS + cocos2d: how to account for sprite's position for the different device dimensions in an universal app? [duplicate]

All the questions I've seen regarding iOS universal apps (with or without cocos2d) deal with the "how to add graphics to a universal app". My question is, how does the code need to be written to ...
3
votes
1answer
1k views

Direct3D 11: Changing fullscreen resolution does not work

In my application I can switch back and forth between windowed and fullscreen mode using IDXGISwapChain::SetFullscreenState. When the WM_SIZE is handled, IDXGISwapChain::ResizeBuffers is called in ...
1
vote
1answer
848 views

DirectX 11 Updating Resolution

Searched for a while thinking this would have some obvious tutorials but I can't find anything... which makes me think I must be using the wrong wording because it seems obvious. Anyway, when I ...
32
votes
7answers
8k views

Why do games ask for screen resolution instead of automatically fitting the window size?

It seems to me that it would be more logical, reusable and user-friendly to implement flexible, responsive UI layout over a 3d or 2d screen, which can then be run on any screen resolution. Some ...
-1
votes
2answers
868 views

Publish android game only for 800 x 480 resolution in portrait mode

I have developed a game in libgdx. I worked for long and after finishing, I found that the game runs perfectly only on devices with resolution 800 × 480. I found this solution: ...
1
vote
1answer
654 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
133 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 ...
2
votes
1answer
555 views

How to make OpenGL rendering resolution independent from its window context resolution?

Can the rendering resolution of OpenGL and the window size (at least for the Windows OS) be separated? For example, I may only want to render at 400x300 resolution, but I want my window size to be ...
0
votes
1answer
127 views

How can I use the same number of tiles in any screen resolution, with an isometric projection?

I have an isometric grid with 64x32 diamond images. Each tile is a class, each instance is in a 2D array. Players have different screen resolutions and the grid must take up the whole screen. ...
0
votes
1answer
116 views

How can I avoid texture stretching when adding high-resolution support via a mod?

I am currently working on recreating the game engine for an old game (Sacred) using the original game assets I reversed-engineered the formats of. The game had a fixed 1024x720 resolution, and I'm ...
0
votes
2answers
141 views

What image sizes should I use for a mobile cross-platfom game? [closed]

I'm new to mobile development. I use Monogame. What device screen resolutions should I consider to target all Android, iOS and Windows Phone devices? Assuming we have three screen sizes, should I be ...
1
vote
0answers
37 views

Squashing screen resolution in XNA [duplicate]

I've made a game in 1920x1080 res in XNA, and I can't seem to find a way for the graphics device to squash the screen images to other resolutions like 1600x900 when played on different computers. How ...
5
votes
1answer
9k views

Multiple resolutions for Unity 2D Android game

I'm trying to target as many devices as possible by providing a consistent experience. So I'm trying to make sure the aspect ratio fits each device it's played on. After reading some forums and ...