My game is an Android game using OpenGL ES 2.0 (But this question could apply to any platform).
I have read many questions on here regarding ratio management, and also read many tutorials outside of this site, but I'm still really confused as to how to manage this.
My game is a Fixed screen 2d platformer. By fixed screen, I mean the player sees the whole screen at once and the screen doesn't scroll. All action takes place on this one screen (kind of like Bubble Bobble). Therefore scrolling is not possible as we need to see the whole play area.
On my development device, I've written everything to look perfect, like so:
What I've currently done is when the game is run on other devices, I resize my GLViewport so that I maintain ratio like so:
Obviously, this has it's own problem - namely, it wastes screen real-estate. Now, I would accept this reluctantly, if I couldn't find a better solution, however, Google's documentation states that it's not allowed (of sorts) see: App uses the whole screen in both orientations and does not letterbox to account for orientation changes.
So, finally, I just stretched it out to fit the screen like so:
This takes the whole screen, but frankly looks a little naff as everything is stretched.
Am I out of options? I see some similar games on the Play Store (ie, fixed screen) and they seem to look identical on different screens (and nothing is stretched) and there doesn't appear to be any extra space, but I have absolutely no idea how they achieve this. Would love to hear from someone who has dealt with this problem themselves or has any ideas on how best to proceed.