How do I set a perfect aspect ratio/resolution for my game?

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Post » Thu Jan 19, 2017 12:36 pm

To solve this problem on my project (Resolution 1920x1080, Fullscreen scale inner) i did like this :
On start of the menu layout i added a "sensor" to let the game know if it's cutted down (4:3) or normal (16:9), so this way if it's 4:3 i just had to move some objects inside the viewable area, or in your case you could just move the point to bounce at. A couple image that may help : http://prnt.sc/dxm5b3 http://prnt.sc/dxm2qz
Doing like this you should even be able to set more aspect ratio if setted up properly.
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Post » Fri Jan 20, 2017 12:20 pm

jeffige wrote:
sivricmarijan wrote: ...but I'm fine with that.


First, i wouldn't add tablets to the list of available devices if the game does not play well. IMO it looks amateurish.

Second, if you're fine with that, then...okay.


1. Would you then publish the game for smartphones only?

2. Instead of having a black bars, I can add some kind of background. Do you suggest that? Although, I don't understand why would I do it because my game doesn't have a background...it does, but it's simply white :)
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Post » Fri Jan 20, 2017 12:39 pm

So, here is some game that has layout just like my game. What would you do?

Would you add a background to it?
Which aspect ratio would you use for layout?
Would you live black bars on devices with larger aspect ratio or you would add some good-looking background?

http://www.nosytapir.com/testgame/
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Post » Fri Jan 20, 2017 1:25 pm

@sivricmarijan

With a game like that, if it's on desktop, there's really no way around the black bars. With the game at fullscreen/scale outer it would be like trying to watch a football game on a 60" tv, when your eyes are only a foot away from the screen.

However, on a mobile phone/tablet the screens are pretty close in relation to their screen size (not resolution). A galaxy tab 10 is huge, but still not that far from a normal mobile phone screen. Yes, your objects need to be designed to be able to scale up to that higher resolution without losing its sharpness, but it can still be done.


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if your game's layout is 1280x720, i'm assuming your window is too. Make your window 1024x576 (that's still a 16:9 resolution) and this should give you enough room to display on a variety of devices. Phones AND tablets.

And what happens when new smart phones come out with a 4:3 aspect?

No problem. Your larger layout with the smaller window will cover them too.

You just need to do some homework to learn how to move those walls to the edge of the viewport when it changes from 16:9 to 4:3.

There are expressions you need....get the viewport size > set walls to viewportleft, viewportright, etc. etc.

That is rudimentary, and not at all the expression. It's been awhile since i had tyo know it. And haven't used it in a LONG time.

I am not experienced as a lot of folks on here, and they may know a better way to do it, but that's probably the way i would try to go.
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