Is it fast to create smaller resolution game and up scale ?

Discussion and feedback on Construct 2

Post » Tue May 06, 2014 8:19 pm

Which one will result in faster game play ?

Create a game of a smaller resolution and then have it scaled up automatically in the iPhone or Match the resolution directly ?

Is the processor power require to scale up the graphic significantly lesser then not having to deal with that at all ?
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Post » Tue May 06, 2014 8:41 pm

Toddler wrote:Which one will result in faster game play ?

Create a game of a smaller resolution and then have it scaled up automatically in the iPhone or Match the resolution directly ?

Is the processor power require to scale up the graphic significantly lesser then not having to deal with that at all ?


In "High quality" (one of the project proprieties), it won't make a difference due to how C2 handles graphics (resolution being more a initial value, since the assets quality will be what matters graphically).
In "Low Quality", it should be faster, but the graphics will suffer (since the window will be rendered at a lower size than the actual screen).
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Tue May 06, 2014 11:09 pm

Do you mean direct scaling or moving around objects to scale the screen right? You need to do the second because...

Because the iPhone 3, 4+ and iPad all have different screen sizes.
Because the Android OS has like a ton of different shapes
Because Windows Phone has 3 different sizes.

Coding for one and hoping it will look good on all is a big mistake.
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Post » Wed May 07, 2014 3:33 am

Or you use @ArcadEd's method to create for multiple sizes and account for the overlap of the larger sizes...
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Post » Wed May 07, 2014 11:15 am

That was what I was hoping for Fireball :D

I will look into it BluePhaze :D
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