Timeline for How can I support both multiple resolutions and multiple orientations in a game?
Current License: CC BY-SA 3.0
11 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
May 4, 2014 at 16:00 | vote | accept | erebel55 | ||
Apr 1, 2014 at 16:28 | answer | added | user1430 | timeline score: 1 | |
Apr 1, 2014 at 16:08 | history | edited | user1430 | CC BY-SA 3.0 |
deleted 16 characters in body; edited title
|
Apr 1, 2014 at 14:54 | history | edited | erebel55 | CC BY-SA 3.0 |
deleted 8 characters in body
|
Apr 1, 2014 at 13:18 | history | edited | erebel55 | CC BY-SA 3.0 |
added 95 characters in body
|
Apr 1, 2014 at 12:15 | comment | added | Muhwu | Doesn't one of your orientations automatically already use letter boxing or how does it look compared to the other orientation. I mean technically you're flipping from wide to narrow for one axis and vice versa for the other. If you want to avoid letter boxing and have the option to include a camera matrix, that might do the trick. | |
Apr 1, 2014 at 12:07 | history | edited | erebel55 | CC BY-SA 3.0 |
added 72 characters in body
|
Apr 1, 2014 at 11:41 | history | edited | erebel55 | CC BY-SA 3.0 |
added 122 characters in body
|
Apr 1, 2014 at 9:05 | history | edited | erebel55 | CC BY-SA 3.0 |
added 18 characters in body
|
Apr 1, 2014 at 2:58 | history | edited | erebel55 | CC BY-SA 3.0 |
added 5 characters in body
|
Apr 1, 2014 at 2:03 | history | asked | erebel55 | CC BY-SA 3.0 |