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

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1
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1answer
23 views

Unity - how to switch between ratios in a Scene View?

I'm complately new to Unity, but I know what's going on, I've made some games with LibGDX earlier. In GDX, to handle all resolutions perfectly I always create 5 different sets of backgrounds (cause ...
0
votes
0answers
11 views

GLFW video mode or render to texture?

Which method should I use fullscreen with resolution less than the desktop one: change video mode when creating GLFW window or create a desktop rsolution fullscreen and then render to an OpenGL ...
0
votes
1answer
32 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) Screen.currentResolution, Screen.width, Screen.height reports back the new resolution 1920x1080. Screen.resolutions ...
1
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2answers
55 views

How to change Unity's display settings/resolution?

Unity displays in poor quality on my computer (the software itself), I was wondering how to change resolution/display settings?
1
vote
0answers
39 views

Should a Game include Multi-Monitor Support? [closed]

I'm coding a 2D platformer in SDL2 and c++ and was wondering if there's an expectation for videogame's to support Multi-Monitor setups and if so, if it applies to 2D platformers. As a bonus question ...
0
votes
1answer
36 views

how to correctly scale box2d in libgdx

I'm currently using 800x480 resolution and FitViewPort and I divided that by PixelPerMeter variable which is equal to 10 and that helped to move my box2d body faster. But when I tried to use fonts I ...
6
votes
2answers
344 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 ...
0
votes
0answers
33 views

Libgdx handle screen resolutions

I know there are some questions to this topic, but i didnt find a satisfying answer for my problem yet. I'm learning to use libgdx right now, and I'm not sure about handling different screen ...
0
votes
1answer
63 views

What image resoluiton for sprites in 2D mobile game? [closed]

I am an experienced iOS developer, however I have never worked on games before. We are planning to make a mobile game using Unity 3D. Our graphics designer needs to know what resolution should he ...
3
votes
1answer
149 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 ...
0
votes
0answers
58 views

Scaling unity sprite sheet for different resolutions

How can I scale down a Unity2D sprite sheet that contains multiple sprites to support different devices. for Example HD and SD. also I want the SD version to have less physical size than the HD one. ...
1
vote
1answer
155 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 physics of the game (jumps are higher or ...
3
votes
1answer
81 views

Per-Texel lighting? (not per-vertex or per-pixel)

In my game, I have a 3D shader that does lighting using color ramps on models with very low resolution textures. Basically, the vertex shader calculates color values for direct light and ambient ...
0
votes
0answers
46 views

Sprites Positons

I create my sprites for 800x480 and position them accroding to this On dealing with multiple resolutions I use a method that set sprite size and position according to the current resolution instead ...
0
votes
0answers
36 views

Unity resolution problem on mobile devices

I made a 3D game in unity for android devices, but its resolution differs a lot when I tried to run it on different devices. There were two resolutions I found, I'm attaching their images here. This ...
0
votes
2answers
137 views

How to set widget size that is independent of screen resolution/density in kivy

I had coded a simple click game with Python-kivy to android. You should click dots which are popping out randomly at screen. I set their size 20px to 60px as your level. But it seems when I try on ...
2
votes
1answer
186 views

XNA/MonoGame screen scale and keeping aspect

My aim is to make a simple 2D platformer, the idea is that it will be a base resolution of 480x270 (16:9) which can scale x2, x4(1920x1080) or go full screen. I basically do: graphics....
2
votes
0answers
36 views

DirectX 11 - Problem with low resolution decals

I'm trying to add a decal system in my DirectX engine but i'm facing some problems with the quality of the textures projected. Every other no decal texture look fine, but these ones look really bad. ...
16
votes
4answers
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 ...
0
votes
0answers
72 views

TiledMap Safe Area for different screen resolutions

I'm creating a Tower Defense game using libGDX (w/ scene2d) and TiledMap. I've been reading extensively about viewports and how I can better manage various screen sizes. I want my Tiled Map to take ...
2
votes
1answer
226 views

Creating a DPI and Resolution Independant GUI

How would one best go about it? Assuming I'm using OpenGL to do all the drawing. It seems like the best approach is to have the GUI elements maintain the same physical size regardless of the screen ...
0
votes
1answer
49 views

How to limit resolutions display in monogame

I can Add resolutions to the list. Here is part of code. List<Vector2> resolutions = new List<Vector2>(); foreach (var item in GraphicsAdapter.DefaultAdapter.SupportedDisplayModes) { ...
0
votes
2answers
141 views

Resolution scaling

I'm currently working on a project and I'm happy with the UI design: Being the fool that I am, I decided to only design my UI for one resolution, and now that I want to have the user be able to ...
0
votes
1answer
152 views

Unity Editor Scene View does not match built executable

I'm trying to make my game resolution independent. I'm using Unity's 4.6 UI, and I've got custom resolutions defined at 1280 x 720, 1600 x 900, and 1920 x 1080. In-editor, if I swap between any of ...
1
vote
0answers
105 views

Image Buttons Have Low Resolution Quality

I'm using Synfig Animator to draw my animations for my android game I'm also using Android Studio to write the code for it, However. On testing, the images that i'm using looks very bad and unfocused ...
1
vote
1answer
72 views

scaling problem with some resolutions

So I made a scaling system for different resolutions, and I got very weird results. I have an old "scaling" system where you can choose which scaleSize you want (for testing with the old 800 x 450 ...
1
vote
2answers
311 views

Monogame resolution problem (without scaling sprites)

So I'm working on a project and started working on a scaling system for different resolutions. I know if you change the monogame resolutions, that the texture won't scale but I noticed deformed ...
0
votes
3answers
221 views

Text independent of screen resolution in Unity? [closed]

I have the following code that depends on the resolution of the user's display: void OnGUI() { GUI.Label(new Rect(432, 525, 9000, 9000), ("Hello!")); } And of course, the location of the text ...
1
vote
3answers
3k views

In what size should i design sprites for unity iOS?

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 ...
0
votes
1answer
77 views

SDL2 and density-independent pixel

I'm currently using SDL2 on Android and that's my first experience with that library (to be honest, mainly chosen because I'd like to learn it). What is puzzling me is how to deal with different ...
4
votes
1answer
297 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 ...
0
votes
5answers
162 views

How do you create images that work for multiple resolutions?

I'm currently doing some game development and I've been curious about this situation for many years. Let's say your game has two resolutions: 640x480 and 800x600 (using small numbers just for ...
0
votes
1answer
230 views

How to stretch screen image to fit higher res monitors set to lower resolutions with Unity?

Using Screen.SetResolution(width, height, windowMode); , how might I stretch the image to match the monitor size? I've noticed this problem occurs both with this line of code and also the default ...
1
vote
1answer
745 views

Pygame Fullsreen Display Issue

Code: import pygame pygame.init() # def Main(display,colors): clock =pygame.time.Clock() # surface = pygame.Surface(surface_resolution) # Create main surface surface.fill(colors["RED"]...
2
votes
1answer
212 views

Unity Engine: How to change mointor/desktop resolution in 4.5.3 and higher

As of unity 4.5.3, Screen.SetResolution and the Unity Resolution Display Dialog, by default, no longer change the monitor/desktop resolution. Instead, it only changes the render target resolution for ...
1
vote
1answer
142 views

Aspect ratios for sprites in Unity3d

I'm using Unity3D version 5.0. I'm wondering what the best way to deal with changing resolutions in Unity is. In Swift I can just use the @x2/@x3 in order for it to pick the correct sprite for it ...
0
votes
1answer
2k views

What screen resolution do I make an android game in? [duplicate]

Is it safe to assume that most mobile phones and tablets today have moved to 1280x720 resolution and above and make the games in that resolution, scale down for smaller screens or is a smaller ...
0
votes
1answer
104 views

Handling Multiple Resolutions

Recently, I was going to implement and options menu into my game, but I haven't been able to figure out how changing resolution, conceptually, would work. Do I have multiple versions of the same ...
1
vote
1answer
87 views

Vector2.Distance on different resolutions

firstTouchPos = Camera.main.ScreenToWorldPoint(Input.GetTouch(0).position); endTouchPos = Camera.main.ScreenToWorldPoint(Input.GetTouch(0).position); //the height of the ...
0
votes
1answer
27 views

How to put labels at a specific point on any resolution

I am working on a project in Unity 4.6.1 and I put the label at the top: But when I put the Scene in full view this happened: I made a Development Build and when I select my resolution (1366x768) ...
2
votes
1answer
699 views

Problem, why the mouse cursor position is totally wrong, after resizing the window?

I come here, because i'm trying to add some "menu" interface in my small XNA Game . I found on internet a nice library adviced by many devellopers. Till now everythink is ok, the problem is my C# code ...
1
vote
1answer
178 views

How to make TMXTiledMap responsive?

I've been struggling with Cocos2d-x (C++) and finally I got to the point I feel more or less comfortable with that. My game is a 2D car-based one, with a straight infinite map where I've finally been ...
0
votes
1answer
236 views

Relationship between Camera's view size, screen resolution and objects scale

I've had this question since a long time ago and wanted to know the relationship between how an object is viewed through the camera depending on the resolution of the device, the camera's view size ...
2
votes
1answer
4k views

Stretch the game to fit the game window, in Unity 5

(Desktop) I want to make it so that when the user re-sizes the game window, the game is stretched to fill the window. (Similarly, for Android) I want it to be stretched to fit the screen as well. ...
1
vote
2answers
377 views

How can I run a Unity game in a window larger than the desktop resolution?

I am exploring a research problem using Unity. I require a game resolution of at least 4096 x 786. There seems to be no option under build settings for setting a fixed screen size window. (The default ...
1
vote
1answer
147 views

Weird windowed resolution - can't seem to change without changing the name

My game is windowed, and when I set the resolution in the build settings (960x540 - 16:9 - Windows standalone), and build it, it works as intended, but from then on, I can no longer change the ...
0
votes
1answer
1k views

How to deal with different resolutions in a 2D game? [duplicate]

For example, you have a sprite of mario with a size of 20px x 20px. This sprite however was made for a game resolution of 1000px x 1000px. What if you want to provide a different game resolution as ...
3
votes
2answers
1k 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 ...
1
vote
2answers
682 views

Is using camera and viewport in Libgdx always necessary?

I understand that camera and viewport are important to keep virtual measurement units and handle different aspect ratios and resolutions when building games with worlds bigger than the screen (e.g. ...
5
votes
1answer
3k 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/...