Screen size for online publishers...

Discuss game development design and post your game ideas

Post » Wed Jun 18, 2014 3:35 pm

Hey friends,

I want to design a game which runs on HD 1280x720 as a native app and as own HTML5 upload. That´s pretty easy so far.
But how about Kongregate, Newgrounds etc, which set a maximum width of 800. What do I need to do to get my 720p game on there? Which scale mode, which settings etc.?

Would be great if someone could help me with this...

Beav
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Post » Wed Jun 18, 2014 4:46 pm

You could set it not to scale, and use the request fullscreen from the browser object.
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Post » Wed Jun 18, 2014 8:33 pm

Beaverlicious wrote:Hey friends,

I want to design a game which runs on HD 1280x720 as a native app and as own HTML5 upload. That´s pretty easy so far.
But how about Kongregate, Newgrounds etc, which set a maximum width of 800. What do I need to do to get my 720p game on there? Which scale mode, which settings etc.?

Would be great if someone could help me with this...

Beav


Due to how C2 works, you could just reduce the window size while keeping the same aspect ratio, and zoom out accordingly to have the same view.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Thu Jun 19, 2014 11:48 am

@Newt and @Aphrodite

Thanks guys, but I´m not really sure if I understand what you mean. Can you give me a tutorial or example or something? That would be super great!

Can´t I just add something to the exported file like canvas {800/480} or whatever to scale down the whole thing? Just like scaling the browser window does...
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Post » Thu Jun 19, 2014 1:11 pm

I am not familiar with these publishers, I find it weird that you cannot just set the size of the displaying iframe/object inside the website itself.

Maybe you could change it inside the index.html, where the canvas tag is (something like that if mh memory is correct)
<canvas id="c2canvas" width="{width}" height="{height}" oncontextmenu="return false;">
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Post » Fri Jun 20, 2014 9:12 am

@Aphrodite

Well, you can put in your measurement there, but it seems to not work properly, even if I use the right scale....

I just tried it once with my first game on these arcades and it acts kind of weird:
http://beaverdash.clay.io/

If you scale down the browser window it just jumps to another measurement, without any real scaling. It also absolutely doesn´t matter what scale-type I choose on export.

Super weird... do you see what I mean?
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Post » Fri Jun 20, 2014 12:50 pm

Then another method would have to be used, hum..

I personally never go over 800x800 window size inside C2, and I design with that size (on higher resolutions, due to the way C2 scales up and down, the assets quality is not lost), that is why I suggested first to set the window size proprieties to 800, 800*actual_height/actual_width ; and set the layout scale to 800/actual_width (actual height and actual width being the height and width you used during the developpement), if some hud elements appears weird, the layer scale rate could help adjust that I think, but not 100% sure
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Post » Sat Jun 21, 2014 1:07 pm

Well that sounds kind of complicated...

What gains more of my attention is your first sentence btw....
C2 can save the "bigger" versions? I always reduced my assets to a minimum, cause I thought this would save memory.

Soo if I insert better-resolution-sprites and scale up, it´ll work?
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Post » Sat Jun 21, 2014 3:01 pm

I was saying that designing a game with a window size of 800x600 or 1600x1200 would not have an impact on quality, if you know in advance that a publisher cannot accept more than a width of 800, design your game with that window size parameters, and if it is too late, just set it back to that, and zoom out (I hope I am explainingit well)
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Post » Sat Jun 21, 2014 6:44 pm

Well, I´m not a native, so excuse my missunderstanding.

Just to be sure:
I make a game with 800x480 (16:9 style) and insert assets that are big enough for 1280x720, righto?

So it will scale up properly on a fullscreen version?
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