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

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16
votes
4answers
9k views

How can I develop my Android game for different phone resolutions?

For instance, the Motorola Droid is as wide as the G1, but has more height. Should I try to spread the UI out across the extra height found on the Motorola Droid? How do others handle this problem? ...
4
votes
2answers
607 views

How do I make a 2D game resolution independent?

I'm working on a simple 2D game. I've finished the mobile phone version. However, my boss wants the game to works on his RT. I'm doing the "conversion" but my buttons are in the wrong places, because ...
18
votes
5answers
5k views

What should I keep in mind when making 2D games for multiple resolutions?

I'm making a 2D (Android) game. Android devices vary quite a lot in screen resolution; what do I need to keep in mind when making my game? Do I need to keep big versions of all images and scale down ...
4
votes
2answers
1k 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?
9
votes
2answers
2k views

How do I make a resolution independent system?

I'm blanking on this one. I can anchor stuff on edges of course, that would make my UI resolution independent...until it changes so much that the graphics are too small. How do I scale appropriately ...
6
votes
1answer
682 views

Resolution Independent

I am developing a game with XNA and I am a little desperate with resolutions. For now I have only implemented the main menu but I want to get a game that is independent of the resolution. As I am a ...
7
votes
1answer
3k views

Resolution Independent 2D Rendering in XNA

I am trying to figure out the best way to render a 2d game at any resolution. I am currently rendering the game at 1920x1200. I am trying scale the game to any user selected resolution without ...
7
votes
4answers
613 views

Scaling HUD with variable resolution

I'm unsure as to what people prefer when it comes to HUDs, and scaling them. What would you say is the best practice when it comes to sizing the HUD? I'm thinking there's really two options: Scale up, ...
6
votes
3answers
4k views

building a game for different resolution phones

I am starting some tests for building a game on the Android program. So far everything is working and seems nice. However I do not understand how to make sure my game looks correct on all phones as ...
5
votes
2answers
8k views

Resolution problems when porting a Unity game to Android

So, I'm porting a game to the Android for the first time in Unity3D. And I've run in to a few problems along the way. My current problem is the resolution doesn't seem to be right, it cuts off the ...
9
votes
3answers
3k views

Android: Angry Birds Scaling

Anyone have any idea how the scaling is accomplished in angry birds? I want to make sure my images/background always scale to match the screensize and this game seems to have a similar effect. I ...
4
votes
1answer
733 views

Scaling a game view with letterboxes?

I'm creating an Android game and I want everyone who plays it -- no matter the size or shape of their screen -- to see the same 480x800 playfield but, depending on the actual resolution of their ...
2
votes
1answer
173 views

Should my assets match my reference resolution?

I'm confused over supporting multiple resolutions in my 2D game. I'm currently working with a reference resolution of 1280x720. That means that all elements are positioned in a 1280x720 coordinate ...
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 ...
1
vote
2answers
569 views

Making a 2D game with responsive resolution

I am making a 2D game, however I wish for it to be resolution agnostic. My target resolution i.e. where things look as intended is 1600 x 900. My ideas are: Make the HUD stay fixed to the sides no ...