The pixel resolution that the game displays in, or can be displayed in if there are multiple.
1
vote
0answers
80 views
Good Resolution for 2D Games [closed]
I am trying to figure out what is a good resolution for my 2D platform game. My images are 16x16 and my frame is 640x480 but I will allow it to be fullscreen also. I need a compatible resolution for ...
0
votes
1answer
189 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 ...
-1
votes
1answer
99 views
Recommended aspect ratio for android / smartphones?
I'm making a game for android and would do it in 720p, but the phones got all different aspect ratios.
Also thinking about a ios and windows phone port later.
When the aspect ratio does not match, ...
3
votes
1answer
2k 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.
...
1
vote
1answer
125 views
Fitting tilemap to any screen resolution
My game is a 2D Single-Screen (i.e. non-scrolling) platformer for Android, but the question here doesn't require a code-specific answer.
Basically it's easier for me to show the problem using a ...
0
votes
0answers
86 views
Changing the rendering resolution while maintaining the design layout
I would like to increase the FPS of my project.
Currently I would like to try reducing the resolution at which the scenes are rendered.
Let's say I never want to draw more than 1280*720. What ever ...
2
votes
1answer
98 views
Resolution independence - resize on the fly or ship all sizes?
My game relies heavily on textures of various sizes with some being full-screen. The game is targeted for multiple resolutions. I found that resizing textures (downsizing) works quite well for this ...
0
votes
2answers
268 views
C# XNA AABB vs AABB collision resolution, AABBs ghost through each other
I've been learning a bit of collision resolution through a tutorial here and I can't seem to get the AABBvsAABB resolution working, I have CirclevsCircle and AABBvsCircle resolution working with the ...
1
vote
0answers
50 views
changing resolution in game on Playground SDK
I'm trying to make resolution change in my game based on Playground SDK. Now it looks so:
TPlatform::GetInstance()->SetDisplay(width, height, fullScreen, letterbox);
...
2
votes
1answer
128 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 ...
2
votes
1answer
92 views
Support for different resolutions in a tabletop environment
Right now I am experimenting with XAML and C# to write a small Windows Store App which supports displaying a playmat with cards. However not everyone uses the same resolution and with a somehow fixed ...
1
vote
4answers
255 views
Maintaining frame rate while using many High Resolution models
I have shelves "made of" steel rods as a 3D-file. So a lot of virtual metal rods make up a cage. When cloning this in unity a few times even my fast computer can only show this in a choppy way. But ...
2
votes
0answers
115 views
Box2D, OpenGL, resolution and matrix setup
Okay, my internal units are going to be meters, ranging between 0.1 and 10 meters for size.
First of all, my mind is all wrapped up in a knot trying to understand how to handle my game with multiple ...
0
votes
1answer
178 views
Making a DX9 game resolution independent
How can I change the resolution and stretch my entire game to the new resolution? I want my game to have a base resolution, and when I change it to stretch to that new resolution. I saw a few similar ...
3
votes
1answer
783 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?
1
vote
2answers
1k views
Detecting Screen Resolution in Android/AndEngine to display high or low quality images
I am developing a game with 1024x600 resolution. I can't target smaller resolution devices at this resolution, so I intend to use two graphics for the game. How do I detect which graphics to use for ...
5
votes
1answer
2k 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 ...
7
votes
2answers
354 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 ...
0
votes
0answers
142 views
Fling and Spin an Object with Touch
For making a bottle to spin, I focused first on the touch dragging via input processor interface. It's a bit unresponsive since when I rotate clockwise or counter-clockwise as long as my finger ...
0
votes
1answer
150 views
Is it possible to render part of the screen in different pixel density using openGL?
Say I have an openGL screen and I want to render part of the screen in different pixel density than the whole screen pixel density. Is it possible and if possible how?
0
votes
1answer
230 views
Picking a suitable resolution for a modern low-res game?
I'm working on a 2D game project right now (using SFML+OpenGL and C++) and I'm trying to figure out how to go about choosing a resolution. I want my game to have a pixel resolution that is around that ...
1
vote
2answers
476 views
Making a 2D game with responsive resolution
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 ...
0
votes
1answer
178 views
Curiosity on any Smartphones that Run on Android 2.3.3 with Different Screen Reoslution
I have a question regarding about any smartphones that run only in Android 2.3.3. Is the size of screen or the screen resolution is always HVGA or does it have capable of running this OS (Android ...
1
vote
1answer
215 views
Precise Touch Screen Dragging Issue: Trouble Aligning with the Finger due to Different Screen Resolution
Please, I need your help. I'm trying to make a game that will drag-n-drop a sprite/image while my finger follows precisely with the image without being offset. When I'm trying on a 900x1280 (in X ...
2
votes
2answers
682 views
Keeping Aspect Screen Ratio While Stays in Center
I sqw and I tried this suggestion on PISTACHIO BRAINSTORMIN* on how to make a good and adaptive screen ration. For every different screen size, let's say I put the perfect circle as a Texture in ...
1
vote
2answers
214 views
Doubling the DPI with a shader?
I'm developing a game where the map is generated with Perlin Noise, but on the CPU. I am generating some perlin noise onto a texture with a small size, and then I stretch it out to the whole screen to ...
4
votes
1answer
445 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 ...
4
votes
2answers
890 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 ...
5
votes
1answer
582 views
Resolution Independent
I am developing a game with XNA and I am a little desperate with resolutions. For now I have only implemented the main menu but I want to get a game that is independent of the resolution. As I am a ...
1
vote
1answer
102 views
FPS reticule image scaling with resolution problem
I am running into a problem when I set the resolution of my screen and the objects in the HUD. When an increase of resolution happens the reticule image becomes bigger, when I want it to stay the ...
1
vote
2answers
650 views
Simple OpenGL program major slow down at high resolution
I have created a small OpenGL 3.3 (Core) program using freeglut. The whole geometry is two boxes and one plane with some textures. I can move around like in an FPS and that's it. The problem is I face ...
6
votes
2answers
523 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.
...
3
votes
1answer
819 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 ...
5
votes
2answers
6k 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 ...
2
votes
2answers
447 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 ...
2
votes
3answers
862 views
Optimum Screen Resolutions
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 ...
16
votes
2answers
411 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 ...
-1
votes
1answer
407 views
Display differences between iPad 1 and iPad 2
When you're trying to develop and iPad game what will be the differences between iPad 1 resources and iPad 2? Seen some example but what's the difference?
1
vote
1answer
699 views
Scaling and new coordinates based off screen resolution
I'm trying to deal with different resolutions on Android devices.
Say I have a sprite at X,Y and dimensions W,H.
I understand how to properly scale the width and heigh dimensions depending on the ...
17
votes
5answers
4k 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 ...
2
votes
1answer
425 views
C# different resolutions compatible application
Can you give me a quick tour for an application which has to work in different resolutions. It's a game, with lot's of graphics and images and effects. We are using C#. The game is simple 2D, looking ...
8
votes
2answers
2k 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 ...
9
votes
2answers
604 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 ...
4
votes
1answer
670 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 ...
6
votes
1answer
293 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 ...
6
votes
3answers
3k 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 ...
7
votes
1answer
3k 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 ...
9
votes
3answers
3k 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 ...
3
votes
4answers
2k 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 ...
5
votes
3answers
952 views
List of resolutions
I'm looking for some sort of list with most common game resolutions my game should support.
Regards!