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-1

I used CropResolutionPolicy, a new policy developed by Martin, check it out here http://android.kul.is/2013/10/andengine-tutorial-dealing-with-screen-sizes.html


0

I use a framework called MTX that works on top of LibGDX, so my answer may be different. I am not saying to redo your whole game in MTX, that would be silly. However the framework is open-source, so you can figure out how everything is done with a little bit of looking. You mainly need to look at 2 main things: Resolution Aspect Ratio You mentioned a ...


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There are ways to restrict the screen types your app will be distributed to, as described here, but I don't think it gets as specific as you want, and I'm not sure why you would want to make it that specific. It would restrict your market to a very tiny subset of all Android users. You can put a warning in the description that it only works on certain screen ...


1

What your dealing with is an aspect ratio mismatch. Your trying to map an aspect ratio of 1 to an aspect ratio of 16:9 or 16 :10. That is why your tiles look stretched. Set your games resolution to a square aspect ratio like 300x300 if windowed. Or make your tiles about 160x90 pixels to look square at that resolution. Topics of interest would be ...


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I think that your constraints of "don't letterbox" and "support the same viewable area in both orientations" are irreconcilable. I think you need to relax one of those constraints somewhat, and then your question devolves into the already-asked-and-answered question of handling multiple resolutions (see the "Related Questions" sidebar for a collection of ...


3

Yes, but keep in mind the default frame buffer will always be the same size of the window. What you can do is to render your scenes internally into an off-screen (400x300) frame buffer, and then up-scale it to (800x600), you can do this by rendering this into a texture and applying it on a full screen quad, the advantage you will get is your shaders will run ...



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