Mobile games best resolution ?

Discussion and feedback on Construct 2

Post » Mon Mar 21, 2016 5:33 pm

Hi guys,

I want to make a game for iOS devices such iPhone, iPad, iPod Touch and maybe Android devices too,
so i was wondering what is the the best resolution for mobile devices game ?

Also can iPhone and iPad handle 720P or 1080P resolution ?




Thank you ...
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Post » Wed Mar 23, 2016 8:16 am

@othmanal . Based on my experience making Construct 2 games is that 1280px x 720px will be a great resolution for the future. 720px is playable and acceptable in high specs for example Apple Products and PC's but for Android, it is only playable in Android 4.4 and above depending in the game design. This is because the bigger the resolution of your game, the bigger your images are.

But that is only one part of the factor.
Another one is the Mobile GPU capability. A Phone might be new or is the latest android version or has a high cpu spec but if it's capability to render videos is only limited to 640x360 then your game performance will be a disaster in that phone. The reason is that the resolution of your game is higher than the specs of your phone and the images are also bigger than the resolution of the phone. Then the phone's Cpu will be rendering it all in compensation called Software rendering, and fps will surely drop below 30 (if lucky), below 10 more likely. Either way is bad.

Summary:
1280px * 720px will be acceptable if you publish only for Apple Products or PC's and etc but certainly "Not Android". Actually it is still playable and good performance in Android 4.4 (Kitkat) and above if it is high in specs.

But the Safe bet will be 854px & 480px: You won't be having problem in your optimized game even in Android 4.2

Safest bet: 640x360. This is actually recommended more for Pixel Games only. But assurance that it will work even on Android 4.0 devices.

1980px x 1080px : Trust me don't try it. It will be very hard even for Apple Products and Android Phones can't render 1080px games without fps drop.
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Based on your needs to work on Apple Devices and Android Devices :

I recommend : 854px & 480px ;-)
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The Things you can create is only limited by your imagination. If you don't have the skills then use your motivation as a natural force to exceed all expectations. Chadori RebornXD
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Post » Wed Mar 23, 2016 2:48 pm

@othmanal - Here is a tutorial I made for this: https://www.scirra.com/tutorials/5021/b ... es-pc-2016
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Post » Tue Apr 19, 2016 12:09 pm

@chadorireborn When i set screen size to 854px & 480px my sprites look like crap. How do i fix that? Screen size used to be 1280x720.
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Post » Tue Apr 19, 2016 12:25 pm

@Arclight - Migrating to another Screen Resolution requires re-sizing and re-designing the entire game. If you already made your game in 1280x720 then don't waste your time in changing it because it will just lead to problems depending on your skills on using Construct 2. But in your next game if you are planning to make a new mobile game then I suggest using 854px*480px.
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The Things you can create is only limited by your imagination. If you don't have the skills then use your motivation as a natural force to exceed all expectations. Chadori RebornXD
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Post » Tue Apr 19, 2016 1:00 pm

i'd stay with 720p.
Sea Monsters template - Isometric
Also includes 40 pages PDF of optimizations and "how-to" for your games, and how the "sea monsters" template was built. Follow link for details :)

sea-monsters-templates-and-assets_t162705
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Post » Tue Apr 19, 2016 3:14 pm

Resolution itself is not that important. Ratio is important. If you build a game you want it to look well on ALL possible devices. So you have to do it responsive. I use Scale Outer with screenAdjuster/safeZone and use ViewPort's to set objects on the border of the screen. It fits perfectly any mobile device.

The same goes for desktop apps. My game I made for AirConsole was also done the same way. I have 16:9 screen, but I saw AirConsole team played my game on very wide screen (don't exactly know the ratio - but was a weird one) and it fit as well.

Haven't read your tutorial yet @chadorireborn, Maybe I'm just repeating what you have written there. Just saw you're talking about resolutions and it's the ratio which is important.

Regarding resolution it's not really important because if you pick a bit bigger then engine will downscale it anyway. The same goes for small resolutions, engine will upscale it for bigger screens. Just remember to use bigger images for sprites if you pick low rez, so they could scale with good quality.

I personally pick an average resolution (1200x800) and use images of the 1.5x sprite object size. It scales nicely both ways.
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Post » Wed Apr 20, 2016 3:19 am

@BackendFreak - Yes I agree scaling is very important and having a small resolution will just upscale the game and lose a bit performance but downscaling a game especially on a 4.0 ~ 4.2 on my test is very bad for performance compare to upscaling. The only resolution I found that can run from 4.0 to Lollipop are the resolutions within 854x480. That's just based on my test, I haven't found others so I just assumed it's right.
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The Things you can create is only limited by your imagination. If you don't have the skills then use your motivation as a natural force to exceed all expectations. Chadori RebornXD
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Post » Wed Apr 20, 2016 12:16 pm

Well first of all I think there is no game made in C2 that should be considered to run on such an old device which still has Android 4.0. Those oldies are simply not strong enough to run even an easy game smoothly.

Regarding resolution. If you set up your layout and window to 854x480. You will cover only 16:9 devices. 21:9 will have blanks on the sides. 16:10 will have blanks on top or bottom.

I had a customer with exactly this resolution and he had problems that the game was alright on most of mobiles but not on some tablets.
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Post » Wed Apr 20, 2016 3:42 pm

@chadorireborn oh boy >.< looks i have alot of re-tweaking to do as my current resolution is set at 1920 x 1080
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