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Questions tagged [resolution]

The pixel resolution that the game displays in, or can be displayed in if there are multiple.

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32 votes
7 answers
10k views

Why do games ask for screen resolution instead of automatically fitting the window size?

It seems to me that it would be more logical, reusable and user-friendly to implement flexible, responsive UI layout over a 3d or 2d screen, which can then be run on any screen resolution. Some ...
user44900's user avatar
  • 321
27 votes
5 answers
17k views

What should I keep in mind when making 2D games for multiple resolutions?

I'm making a 2D (Android) game. Android devices vary quite a lot in screen resolution; what do I need to keep in mind when making my game? Do I need to keep big versions of all images and scale down ...
ashes999's user avatar
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19 votes
5 answers
17k views

How can I develop my Android game for different phone resolutions?

For instance, the Motorola Droid is as wide as the G1, but has more height. Should I try to spread the UI out across the extra height found on the Motorola Droid? How do others handle this problem? ...
Bryan Denny's user avatar
  • 5,103
18 votes
3 answers
16k views

Scaling my pixel art platformer from 720p to 1080p

I'm developing a pixel art 2D platformer for PC and smartphone, but I'm stuck on a technical issue. I chose to have a 32x32 tile resolution, and a 64x64 character sprite resolution. The levels are ...
Xargon Wan's user avatar
17 votes
2 answers
635 views

Coding for a really, really high-resolution display array

I've been tasked with building a real time "full screen" demo to run on a 5x2 array of 60+ inch LED TVs: or, in other words, a 20 megapixel display. We've got a machine built that can run a single ...
3Dave's user avatar
  • 3,151
16 votes
4 answers
4k views

Is it a bad idea to "map" the mouse position on the screen so that collision detection works regardless of resolution?

Consider a game who's default resolution is 800x600. Objects with collision masks are placed in a game world of size 800x600. The collision masks can detect when the mouse collides with them. Now ...
user3002473's user avatar
16 votes
1 answer
22k views

OpenGL: Resizing Display and glOrtho/glViewport

I have researched this question from several sources and have yet to find a firm answer saying that "yes that is correct thinking" or "no, here is how it's done." I am trying to ensure resolution ...
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12 votes
1 answer
26k views

Understanding pixel art in Unity 2d

I am struggling to understand the basics behind pixel art in Unity. I understand what a unit is, and that if I draw my sprite with 16x16 pixels, I should set PPU to 16. Take stardew valley for ...
Green_qaue's user avatar
  • 1,903
11 votes
3 answers
5k views

Performance degrading when resolution increases for a 4k screen

I am new to Unity. I have a problem where my game has good performance on my non-4k screen. Bur when I play it on my 4k screen, the performance gets really bad. It looks like the resolution is ...
Kims's user avatar
  • 219
11 votes
4 answers
2k views

Scaling HUD with variable resolution

I'm unsure as to what people prefer when it comes to HUDs, and scaling them. What would you say is the best practice when it comes to sizing the HUD? I'm thinking there's really two options: Scale up, ...
Gray's user avatar
  • 809
11 votes
3 answers
5k views

How do I make a 2D game resolution independent?

I'm working on a simple 2D game. I've finished the mobile phone version. However, my boss wants the game to works on his RT. I'm doing the "conversion" but my buttons are in the wrong places, because ...
Gabson's user avatar
  • 233
11 votes
3 answers
7k views

Android: Angry Birds Scaling

Anyone have any idea how the scaling is accomplished in angry birds? I want to make sure my images/background always scale to match the screensize and this game seems to have a similar effect. I ...
evermore's user avatar
  • 113
10 votes
2 answers
896 views

Common pattern to scale "real units" to pixels?

This is a follow-up question to this other one. I would like to know if there is a common/typical/best pattern to scale my representation of the world (currently 160Kmx160Km) to fit it to the drawing ...
mac's user avatar
  • 1,375
10 votes
2 answers
4k views

How do I make a resolution independent system?

I'm blanking on this one. I can anchor stuff on edges of course, that would make my UI resolution independent...until it changes so much that the graphics are too small. How do I scale appropriately ...
Blub's user avatar
  • 415
9 votes
2 answers
31k views

How to force keep the aspect ratio and specific resolution without stretching the output screen view?

I'm using Screen.SetResolution() But when I run in Android device, it shows the output image is stretched to fill up the full screen which I don't want. I want it to keep the aspect ratio properly. ...
elliotching's user avatar
9 votes
2 answers
31k views

Resolution problems when porting a Unity game to Android

So, I'm porting a game to the Android for the first time in Unity3D. And I've run in to a few problems along the way. My current problem is the resolution doesn't seem to be right, it cuts off the ...
Timothy Williams's user avatar
8 votes
2 answers
1k views

Game prelauncher with configurations (resolution/quality)

I've seen that a lot of games have the exactly same configuration screen before the game launches, as you can see in the following screenshot. Is this screen generated by some tool, for example, ...
Dalvtor's user avatar
  • 183
8 votes
2 answers
2k views

Is it a good idea to make a game for one aspect ratio and arbitrary screen resolution?

After several very small games I have decided to make something more standalone (2D) and playable. However, I have met the problem of every game that is going to be played in more screen resolutions. ...
Miroslav Mares's user avatar
7 votes
3 answers
4k views

building a game for different resolution phones

I am starting some tests for building a game on the Android program. So far everything is working and seems nice. However I do not understand how to make sure my game looks correct on all phones as ...
Jason's user avatar
  • 461
7 votes
1 answer
2k views

How do I solve my resolution problems?

I am developing a game with XNA, and I am having trouble with resolutions. For now, I have only implemented the main menu, but I want to make a game that is independent of the resolution. As I am a ...
ReyLitch's user avatar
7 votes
1 answer
5k views

Resolution Independent 2D Rendering in XNA

I am trying to figure out the best way to render a 2d game at any resolution. I am currently rendering the game at 1920x1200. I am trying scale the game to any user selected resolution without ...
AttackingHobo's user avatar
7 votes
2 answers
642 views

How do I make Windows store recognize multiple resolutions?

I'm currently developing a XNA Game for Windows phone 8, it works with every emulator resolution (WXGA, WVGA, 720p). However, when I upload the XAP to the Windows phone store it tells me that only ...
Jonathan's user avatar
  • 171
6 votes
3 answers
5k views

List of resolutions [closed]

I'm looking for some sort of list with most common game resolutions my game should support. Regards!
Balon's user avatar
  • 257
6 votes
3 answers
7k views

Yet another libGDX resolution independance question

I am developping a Android smartphone game in LibGDX, and I am encountering issues about resolution managing. Most notably, I have no clue how to handle that in LibGDX. For now, I am developping ...
Kamalen's user avatar
  • 264
6 votes
1 answer
9k views

How to handle different resolutions in SDL2?

What is the easiest way to set different resolutions with SDL2? I was trying to use the SDL_RenderSetScale() function first, but for some reason it alters the ...
Letokteren's user avatar
6 votes
2 answers
15k views

How to make OpenGL rendering resolution independent from its window context resolution?

Can the rendering resolution of OpenGL and the window size (at least for the Windows OS) be separated? For example, I may only want to render at 400x300 resolution, but I want my window size to be ...
Jim's user avatar
  • 63
6 votes
2 answers
4k views

How do I support variable screen ratios using AndEngine?

When displaying a background, AndEngine produces black bars above the image on certain devices. How do I support variable screen ratios for different devices using AndEngine?
Maan's user avatar
  • 197
6 votes
1 answer
376 views

Should I distribute different versions of the same game for different mobile platforms?

I'm currently making a game on the Android platform. I don't know whether to do a "smartphone edition" and a "tablet edition" or simply to do one edition. If I put high definition textures, the users ...
Minishlink's user avatar
6 votes
1 answer
10k views

Multiple resolutions for Unity 2D Android game

I'm trying to target as many devices as possible by providing a consistent experience. So I'm trying to make sure the aspect ratio fits each device it's played on. After reading some forums and ...
Siddharth's user avatar
  • 1,986
5 votes
4 answers
8k views

Minimum target resolution for a desktop PC/Mac Game?

Lets assume I start a new PC/Mac desktop (not netbook) game today that will take something like one year to be released publicly and that is a lot about graphic details (not realistics, just ...
Klaim's user avatar
  • 2,624
5 votes
1 answer
14k views

Most common resolution used in Android phones as of 2013 [closed]

Before making an Android app, I want to know what screen resolutions I should target. I know there are resolutions of 1280x800, 1280x720 and 800x480, but I would like to know which are most common. ...
David Dimalanta's user avatar
5 votes
3 answers
3k views

Optimum Screen Resolutions [closed]

Most PC games nowadays obviously come with the standard option to change the game's resolution from between 640x480 to 1920x1080 on average, depending on your monitor and whether or not you are ...
GamersIncoming's user avatar
5 votes
1 answer
5k views

Cocos2d-x supporting multi-resolution using density independent pixels

Is there a way to use Density Independent pixels(dp) in cocos2d-x? I am developing an Android game using Cocos2d-x 3.0. The Android reference http://developer.android.com/guide/practices/...
whiteSkar's user avatar
  • 183
5 votes
1 answer
2k views

Scaling a game view with letterboxes?

I'm creating an Android game and I want everyone who plays it -- no matter the size or shape of their screen -- to see the same 480x800 playfield but, depending on the actual resolution of their ...
Kyle V.'s user avatar
  • 215
5 votes
1 answer
1k views

Setting density for Android game

I am developing an Android game, in which a ball (bitmap) translates( is in motion). So I have provided motion equations for the ball. I have checked my app on Samsung galaxy S2 whose actual density ...
Asghar Shah's user avatar
5 votes
1 answer
2k views

Making a pixel-perfect viewport in LibGDX

My game that uses LibGDX as the graphics library, should be playable with every display. Here's the problem: It have to be pixel-perfect. That means, the scale factor must be an integer value, so that ...
null's user avatar
  • 191
4 votes
3 answers
14k views

How can I replicate the look and limitations of the Super NES?

I am looking to produce graphics with the same limitations / look that in the Super Nes era. I am specifically looking for graphics similar to Chrono Trigger / FF6. It would be a lot easier to do if ...
Cristol.GdM's user avatar
4 votes
1 answer
17k views

How to find monitor resolution with glfw3?

For a while now, I have been playing around with making a game using OpenGL, and glfw3. I have been perfectly happy to create windows at my native resolution of 1920x1080. I'm getting to the point ...
sm81095's user avatar
  • 543
4 votes
3 answers
9k views

In what size should i design sprites for unity iOS? [closed]

I am developing a 2D platform game in unity.I have conceptualised the game and have to design the art assets/sprites, but the problem is at what resolution or size do i design them? If I target the ...
user75648's user avatar
  • 181
4 votes
2 answers
4k views

Regarding sprite design and resolution for tablets and phones

I am about to start working on a game for android devices, in my spare time, to get familiar with android development. I'm more interested in using the best practices possible than getting a quick ...
Dimitris P.'s user avatar
4 votes
2 answers
8k views

Is there a way to get native resolution of device window/display on android?

When change the framebuffer resolution by calling Screen.setResolution(1920,1080) ...
Melon Therapy's user avatar
4 votes
1 answer
7k views

Pygame Fullsreen Display Issue

Code: ...
Flutterguy135's user avatar
4 votes
2 answers
4k views

Direct3D 11: Changing fullscreen resolution does not work

In my application I can switch back and forth between windowed and fullscreen mode using IDXGISwapChain::SetFullscreenState. When the WM_SIZE is handled, IDXGISwapChain::ResizeBuffers is called in ...
Andreas Flöjt's user avatar
4 votes
1 answer
799 views

LibGdx 2d Free-Form Terrain

I have a query about how to create a 2d landscape level using libgdx/ box2d (Or possibly with Unity) for Android and iOs. Let me describe the goal and then the specific points I need help with. What I'...
AndyM's user avatar
  • 143
3 votes
2 answers
4k views

Do resolution settings have any impact or give any advantage in online FPS games?

There is this crazy theory that has always bothered me. I am not after a technically but more theoretically (although technical knowledge is required to) answer; Two friends are playing the same ...
user avatar
3 votes
1 answer
6k views

DirectX 11 Updating Resolution

Searched for a while thinking this would have some obvious tutorials but I can't find anything... which makes me think I must be using the wrong wording because it seems obvious. Anyway, when I ...
Nexian's user avatar
  • 63
3 votes
1 answer
2k views

With Slick, how to change the resolution during gameplay?

I am developing a tile-based strategy game using Java and the Slick API. So far so good, but I've come to a standstill on my options menu. I have plans for the user to be able to change the ...
CosmicGiant's user avatar
  • 2,094
3 votes
1 answer
3k views

Unity Remote screen resolution

I just made a game using Unity. However, when I tested the game on unity remote, the resolution or graphic of the game was really low compared to the actual game. Would this change when I deploy the ...
AJ123's user avatar
  • 169
3 votes
1 answer
7k views

How to properly change resolution

I'm trying to understand how LibGDX handles screen size / resolution, etc. Coming from XNA this seems very confusing to me. Basically I want to support 480x800 for my game. If the screen size is ...
Dampfnudel's user avatar
3 votes
1 answer
913 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 ...
futlib's user avatar
  • 1,467