Best resolution for all the phones

Discussion and feedback on Construct 2

Post » Mon Mar 19, 2012 9:38 pm

Hello everybody
The title says it
What is the best resolution so there is no black space when scaling
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Post » Mon Mar 19, 2012 10:02 pm

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
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Post » Mon Mar 19, 2012 10:19 pm

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.
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Post » Mon Mar 19, 2012 10:26 pm

[QUOTE=sqiddster] 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.[/QUOTE]

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.FredQ2012-03-19 22:26:23
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Post » Mon Mar 19, 2012 10:51 pm

[QUOTE=FredQ] [QUOTE=sqiddster] 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.[/QUOTE]

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.[/QUOTE]
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!
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Post » Mon Mar 19, 2012 10:52 pm

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.nemo2012-03-20 01:05:25
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Post » Tue Mar 20, 2012 12:19 am

Thanks guys i will try these settings
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Post » Tue Mar 20, 2012 12:46 am

480x320 works, for my phone at least..
Nothing goes unanswered!
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Post » Tue Mar 20, 2012 1:11 am

Spriter Dev
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Post » Tue Mar 20, 2012 1:26 am

[QUOTE=lucid] http://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes[/QUOTE]

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 appmobiFredQ2012-03-20 01:31:37
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