Best resolution for all the phones

0 favourites
From the Asset Store
Best car suspension with spring effect and very cool terrain generation.
  • Hello everybody

    The title says it

    What is the best resolution so there is no black space when scaling

  • As far as I'm aware there is still no simple answer to this. It's something I've been looking for for over a month now. Here's a link to my latest attempt to find out lol. See if this helps:

    http://www.scirra.com/forum/mobile-issues-scaling-and-sound_topic49609.html

  • You don't use a resolution. The fullscreen options, recommended when making a phone game, support any resoutions. Your job is making your game so that it fits itself to fit any screen size.

  • You don't use a resolution. The fullscreen options, recommended when making a phone game, support any resoutions. Your job is making your game so that it fits itself to fit any screen size.

    This is definitely easier said than done. Of the people I have spoken to who have actually managed to achieve this, it requires more than simply setting the project to fullscreen scale/crop etc.

  • > You don't use a resolution. The fullscreen options, recommended when making a phone game, support any resoutions. Your job is making your game so that it fits itself to fit any screen size.

    This is definitely easier said than done. Of the people I have spoken to who have actually managed to achieve this, it requires more than simply setting the project to fullscreen scale/crop etc.

    of course, it also requires some imagination and general idea on what will happen in what option. the easiest way is to actually set your project to 480x800 (portrait) and fullscreen mode to scale, then set layout scrolling to unbounded and prepare all sprites / graphics / mainly background to fill screen more than just bounds. scale mode will try to scale window so that longest dimension is filled and shortest is showing a little more. trial and error mate ;) you can also make a layer on top of all layers that will mask everything outside window - this way you'll have mixed scale&crop mode.

    cheers!

  • With my experience 800x600 set to fullscreen with scale option and use and do tests with the anchor behaviour.

    I also recommend downloading the Opera Mobile software.

    http://www.opera.com/mobile/

    It's easy to use just install and launch it, copy your URL and give it a go.

    This is the best simulator currently for me to test my games.

    Here's my game using these settings if you want to test:

    http://dl.dropbox.com/u/53898431/Too_Hot_For_Jerry_Mozilla/index.html

    This was just based on my personal experience/eperiments to support tablets and phones.

  • Thanks guys i will try these settings

  • 480x320 works, for my phone at least..

  • http://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

    Can you confirm you've made an Android app that supports multiple screen sizes using the above method alone?

    I've read all the guides and tutorials. As mentioned in the topic I've linked to, and going by the responses given in that topic, its not as straight forward as that.

    Thanks for the other responses though, will give a few of the techniques a whirl.

    *edit*

    Also, just to clarify, I'm not talking loading it through a mobile browser. I've been using phonegap and/or appmobi

  • Just to reiterate, lucid's link covers everything you should need to know. You should never use a fixed window size for mobile - almost every device has a different screen resolution. Even different kinds of iPhone and now different kinds of iPads have different resolutions!

    FredQ, I thought it was relatively straightforward to implement the things in that tutorial. Can you summarise what you're having trouble with?

  • .

  • If you want to strech background image you should make sure that the background origin is set to top left corner and then if you export with unversal device option set to on. When the user is tilting their devices the image should automaticly adjust to different size.

  • Ashley, ye here's a quick summary of the issue:

    My game is set to 800,480... When on Fullscreen (scale) mode, it still ends up looking like this.

    Here are the screenshots:

    <img src="http://dl.dropbox.com/u/44025915/screenshot_2012-02-28_0051.png" border="0" />

    <img src="http://dl.dropbox.com/u/44025915/screenshot_2012-02-28_0054_1.png" border="0" />

    So to me, it doesn't appear to have been scaled. I know that I could implement fixes such as a top layer to act as a boarder, or create the game to extend slightly over the layout size to close the gap/cover the black space. But, these are fixes and not solutions. I was just wondering where I'm going wrong.

    As I said earlier everyone I've spoken to has had to implement other events, code changes to the html etc to get it working on multiple screen sizes. I've not seen one person say that they have managed to make an app compatible with multiple screen sizes by just following that tutorial.

    So I'm open to all ideas and offers of help but can assure you I have read all the approriate tutorials lol <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Ashley, ye here's a quick summary of the issue:

    My game is set to 800,480... When on Fullscreen (scale) mode, it still ends up looking like this.

    Here are the screenshots:

    <img src="http://dl.dropbox.com/u/44025915/screenshot_2012-02-28_0051.png" border="0" />

    <img src="http://dl.dropbox.com/u/44025915/screenshot_2012-02-28_0054_1.png" border="0" />

    So to me, it doesn't appear to have been scaled. I know that I could implement fixes such as a top layer to act as a boarder, or create the game to extend slightly over the layout size to close the gap/cover the black space. But, these are fixes and not solutions. I was just wondering where I'm going wrong.

    As I said earlier everyone I've spoken to has had to implement other events, code changes to the html etc to get it working on multiple screen sizes. I've not seen one person say that they have managed to make an app compatible with multiple screen sizes by just following that tutorial.

    So I'm open to all ideas and offers of help but can assure you I have read all the approriate tutorials lol <img src="smileys/smiley1.gif" border="0" align="middle" />

    If you are using picture as a background have you checked that the origin is in the top left corner? Would this help?

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)