The pixel resolution that the game displays in, or can be displayed in if there are multiple.
1
vote
1answer
63 views
How do I determine color resolution of an output in DXGI/D3D?
i'm was revising some code i wrote some time ago when working on the window wrapper for my rendering framework. The framework is based off DirectX, but it wasn't really using any D3D-related facility. ...
0
votes
1answer
124 views
Scaling background without scaling foreground in platformer?
I'm currently developing a platform game and I've run into a problem with scaling resolutions.
I want a different resolution of the game to still display the foreground unscaled (characters, tiles, ...
-1
votes
0answers
30 views
Tile map rectangle collision detection/resolution issue
I cannot figure out in which cases my rectangles collision detection/resolution algorithm goes wrong. Here is the pseudocode:
CELL_WIDTH = CELL_HEIGHT = 32
obj_width = 4
obj_height = 4
obj_x = ...
0
votes
1answer
50 views
How can I use the same number of tiles in any screen resolution, with an isometric projection?
I have an isometric grid with 64x32 diamond images. Each tile is a class, each instance is in a 2D array.
Players have different screen resolutions and the grid must take up the whole screen. ...
0
votes
1answer
63 views
How can I avoid texture stretching when adding high-resolution support via a mod?
I am currently working on recreating the game engine for an old game (Sacred) using the original game assets I reversed-engineered the formats of.
The game had a fixed 1024x720 resolution, and I'm ...
0
votes
2answers
52 views
What image sizes should I use for a mobile cross-platfom game? [closed]
I'm new to mobile development. I use Monogame.
What device screen resolutions should I consider to target all Android, iOS and Windows Phone devices?
Assuming we have three screen sizes, should I be ...
1
vote
0answers
36 views
Squashing screen resolution in XNA [duplicate]
I've made a game in 1920x1080 res in XNA, and I can't seem to find a way for the graphics device to squash the screen images to other resolutions like 1600x900 when played on different computers.
How ...
0
votes
0answers
54 views
C# XNA game window's ClientBounds not equal to Viewport/BackBuffer at native resolution
I'm having a rather strange issue involving my game window and its resolution.
I have a function in my Engine that sets the resolution (with the appropriate checks to make sure the resolution is ...
4
votes
1answer
497 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 ...
0
votes
1answer
49 views
Adding Screenshots Specifically For 4-inch, 7-inch, and 10-inch Screen
My boss invited me and assigned me now as publisher for the app in Google Play. I have a 7-inch Google Nexus 7 tablet to take screenshot of any one of my sample projects I've made and post and upload ...
4
votes
2answers
510 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 ...
2
votes
2answers
64 views
Would seam carving/liquid rescale make changing aspect ratios easier?
Seam carving is an algorithm which allows for resizing images without major distortions. I think it might help to make games which would adapt to different aspect ratios/resolutions much easier. But ...
2
votes
1answer
156 views
How do game developers make their game available for most of the resolutions?
I'm developing a game with Java using Slick2D and I want to make a game that could target all the recommended resolutions, as you can see in almost every game you could have an option of changing the ...
0
votes
3answers
332 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
208 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 ...
4
votes
1answer
1k 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?
6
votes
3answers
1k views
List of resolutions
I'm looking for some sort of list with most common game resolutions my game should support.
Regards!
1
vote
0answers
111 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 ...
-1
votes
1answer
137 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, ...
0
votes
1answer
420 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 ...
3
votes
1answer
5k 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.
...
2
votes
1answer
118 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
363 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 ...
0
votes
1answer
235 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 ...
1
vote
0answers
65 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
161 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
109 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
2answers
550 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 ...
1
vote
4answers
315 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 ...
7
votes
2answers
411 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 ...
1
vote
1answer
232 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
0answers
151 views
Box2D, OpenGL, resolution and matrix setup [closed]
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 ...
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
4k 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 ...
0
votes
1answer
167 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
277 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 ...
4
votes
2answers
1k 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 ...
0
votes
1answer
197 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 ...
2
votes
2answers
965 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
225 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
549 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 ...
3
votes
1answer
1k 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 ...
2
votes
2answers
718 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 ...
5
votes
1answer
660 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
106 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 ...
16
votes
2answers
437 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 ...
6
votes
2answers
583 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.
...
5
votes
2answers
8k 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
510 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
1k 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 ...