Please help with the screen resolution?

  • Tell me how to set up your project correctly so that it displays correctly on all iPhones?

    Since iPhones have different resolutions (For example: iPhone 8, iPhone 8Plus, iPhone X, iPhone X Max)

    Then I ran into this problem.

    For example, if I set the option to stretch to full screen, it turns out not to display correctly as in the picture (Attempting to enter the basic resolution (Basic from iPhone X))

    How do you initially need to do the adaptation? In order not only to stretch the picture correctly, but on any display the interface elements were obstructed.

    Tagged:

  • I am very interested in this as well. Im currently working on a mobile title for the first time. My current window size is 320 x 480. The layout is configured for portrait. For graphics I will be using pixel graphics so Im using Letterbox Integer Scale. When testing on my phone the game isn't scaling and Im getting the black bars around my game. What should I be targeting as a native resolution? I have been testing on an iPhone X. Other than this im having a great time developing in Construct.

  • Use Scale Outer, enable Unbounded scrolling on the layout, and make backgrounds about 20% bigger than the viewport size, tutorial:

    construct.net/en/tutorials/supporting-multiple-screen-sizes-77

    Demo:

    dropbox.com/s/vjyximq2059wbvt/ScaleOuter_demo.c3p

  • Use Scale Outer, enable Unbounded scrolling on the layout, and make backgrounds about 20% bigger than the viewport size, tutorial:

    https://www.construct.net/en/tutorials/supporting-multiple-screen-sizes-77

    Demo:

    https://www.dropbox.com/s/vjyximq2059wbvt/ScaleOuter_demo.c3p?dl=0

    Many thanks now I will try.

  • Use Scale Outer, enable Unbounded scrolling on the layout, and make backgrounds about 20% bigger than the viewport size, tutorial:

    https://www.construct.net/en/tutorials/supporting-multiple-screen-sizes-77

    Demo:

    https://www.dropbox.com/s/vjyximq2059wbvt/ScaleOuter_demo.c3p?dl=0

    That's what I have to do with it and in general everything is ok if you use scaling reduction. BUT then I have a problem with the elements of the interface, they go beyond the field. And I can not install them at the minimum resolution because it is too small and all the elements are grouped in the center.

    Basically, I start from the resolution of the iPhone x (2436x1125) is it a scope (maybe I'm not doing this correctly?), So I need to make a visible field of another resolution?

    I can not quite understand this moment.

    yadi.sk/d/qfqvl1YI5Tgu_w

  • Use Anchor behavior for UI objects.

    Usually you target one resolution (for example 1280x720) and one aspect ratio (in this case 16:9). You design the entire game for this resolution. On bigger screens everything will be automatically scaled up, on smaller screens - scaled down.

    To support different aspect ratios (for example 4:3), you need to use Anchor and make your backgrounds bigger. You might also need to make other adjustments with events, but this depends on the game.

  • I managed to solve the problem with the elements of the interface by setting a position near the borders.

  • Use Anchor behavior for UI objects.

    Usually you target one resolution (for example 1280x720) and one aspect ratio (in this case 16:9). You design the entire game for this resolution. On bigger screens everything will be automatically scaled up, on smaller screens - scaled down.

    To support different aspect ratios (for example 4:3), you need to use Anchor and make your backgrounds bigger. You might also need to make other adjustments with events, but this depends on the game.

    Understood, more thanks. There are still a couple of problems and such a question.

    I do not know what it is connected with like a bug. You may have come across this.

    I'm talking about starting a game on an iPhone as I make a game for iPhone.

    And sometimes it happens that you launch an application and it knocks down the resolution, that is, it opens, say, less than it should be. Then you restart the application and everything is fine.

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  • I am very interested in this as well. Im currently working on a mobile title for the first time. My current window size is 320 x 480. The layout is configured for portrait. For graphics I will be using pixel graphics so Im using Letterbox Integer Scale. When testing on my phone the game isn't scaling and Im getting the black bars around my game. What should I be targeting as a native resolution? I have been testing on an iPhone X. Other than this im having a great time developing in Construct.

    I solved this problem in the following way.

    The screen is scaled by reducing.

    Then, regardless of the resolution, the field will adjust as it should.

    But here the question arises with the elements of the interface, since they themselves will remain outside the framework. To do this, bring all the buttons to the sides.

  • WRS You need to switch Construct to English before making screenshots. Not many people here understand Russian :)

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