Supporting multiple screen sizes- not clear

  • Hi.

    " It's much better to pick an aspect ratio, then scale the game to fit that. For example, instead of 1280x720, target the 16:9 aspect ratio. (Just enter any 16:9 resolution for the window size in Project Properties.) "

    When I change the windows size to 16:9 it's turned to 16,768... so when enter 16:9 I only see a thin line of the game. I would like to create an HD game that fit IOS, Android and PC.

    why it's 16,768?

    I would like that the screen will show all the layout. and in some areas will make a little bit zoom.

    Thank you.

  • i think you understood it a little bit wrong, you should set the windowsize to a 16:9 resolution like "960,540" not just "16:9".

    hope this helps!

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  • Thank you.

    I actually used before I read the article 1920�1080 so it'll fit to all the devices?

  • Thank you.

    I actually used before I read the article 1920?1080 so it'll fit to all the devices?

    All devices have different aspect ratios, even unusual ones sometimes, so you have to think:

    • Should I scale the game if the user have a resolution different? if not, crop or non-scaling
    • If I decide to scale, Should I let the user see more of the layout if his screen is not the same aspect ratio? If so, Scale outer mode should be good
    • If not, should I let the user see less of the game screen? If so, scale inner should do
    • Else, Should I force the game to show the same on all devices, even if a pat of the screen isn't used? If so, letterboxes scales will do (not availiable on cocoonJS by the way)

    Also, to test if the game shows well, I resize my browser window, and do multiple tests, remember that you can use the viewports and windowsize expressions Details here

  • > Thank you.

    >

    > I actually used before I read the article 1920?1080 so it'll fit to all the devices?

    All devices have different aspect ratios, even unusual ones sometimes, so you have to think:

    • Should I scale the game if the user have a resolution different? if not, crop or non-scaling
    • If I decide to scale, Should I let the user see more of the layout if his screen is not the same aspect ratio? If so, Scale outer mode should be good
    • If not, should I let the user see less of the game screen? If so, scale inner should do
    • Else, Should I force the game to show the same on all devices, even if a pat of the screen isn't used? If so, letterboxes scales will do (not availiable on cocoonJS by the way)

    Also, to test if the game shows well, I resize my browser window, and do multiple tests, remember that you can use the viewports and windowsize expressions Details here

    Thanks, very helpful. <img src="smileys/smiley1.gif" border="0" align="middle">

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