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 ...
I made this game. Right now the game supports all iOS devices except iPhone 5. The definition of each level of the game is kept in a plist. The creation of each level is done through a graphical ...
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 ...
What values correspond to a 3D vector for screen-normal from within an isometric game? It needs to be in game coordinates. It is a standard isometric where tiles are rotated 45 degrees and half ...
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 ...
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 ...
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 ...