Usually a flat surface onto which information is visually presented. The screen of a computer is sometimes called a monitor.

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9
votes
3answers
8k views

Fitting Android game to different screen sizes

I am making an Android game that is only in portrait screen orientation. It works great when I run it on my phone, but when I run it on a tablet, even though the screen size is bigger, all of the ...
2
votes
3answers
590 views

What's a good way to handle game screen management in WPF?

What would be the preferred way of handling game screens in WPF (conforming to MVVM)? I'm not asking about game states but the actual mechanics of presenting various screens. Do I implement screens ...
4
votes
3answers
2k views

GameState management hierarchical FSM vs stack based FSM

I'm reading a bit on Finite State Machines to handle game states (or screens). I would like to build a rather decent FSM that can handle multiple screens. e.g. while the game is running I want to be ...
2
votes
1answer
175 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
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 ...