Supporting multiple screen sizes- not clear

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Post » Fri Nov 01, 2013 10:31 pm

Hi.

" It's much better to pick an aspect ratio, then scale the game to fit that. For example, instead of 1280x720, target the 16:9 aspect ratio. (Just enter any 16:9 resolution for the window size in Project Properties.) "


When I change the windows size to 16:9 it's turned to 16,768... so when enter 16:9 I only see a thin line of the game. I would like to create an HD game that fit IOS, Android and PC.

why it's 16,768?

I would like that the screen will show all the layout. and in some areas will make a little bit zoom.

Thank you.DARKSPIRIT2013-11-01 22:33:17
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Post » Fri Nov 01, 2013 11:18 pm

i think you understood it a little bit wrong, you should set the windowsize to a 16:9 resolution like "960,540" not just "16:9".
hope this helps!
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Post » Sat Nov 02, 2013 12:10 am

Thank you.

I actually used before I read the article 19201080 so it'll fit to all the devices?
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Post » Sat Nov 02, 2013 6:19 am

[QUOTE=DARKSPIRIT] Thank you.

I actually used before I read the article 19201080 so it'll fit to all the devices?[/QUOTE]

All devices have different aspect ratios, even unusual ones sometimes, so you have to think:

  • Should I scale the game if the user have a resolution different? if not, crop or non-scaling
  • If I decide to scale, Should I let the user see more of the layout if his screen is not the same aspect ratio? If so, Scale outer mode should be good
  • If not, should I let the user see less of the game screen? If so, scale inner should do
  • Else, Should I force the game to show the same on all devices, even if a pat of the screen isn't used? If so, letterboxes scales will do (not availiable on cocoonJS by the way)


Also, to test if the game shows well, I resize my browser window, and do multiple tests, remember that you can use the viewports and windowsize expressions Details hereAphrodite2013-11-02 06:21:50
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Sat Nov 02, 2013 11:42 am

[QUOTE=Aphrodite] [QUOTE=DARKSPIRIT] Thank you.

I actually used before I read the article 19201080 so it'll fit to all the devices?[/QUOTE]

All devices have different aspect ratios, even unusual ones sometimes, so you have to think:

  • Should I scale the game if the user have a resolution different? if not, crop or non-scaling
  • If I decide to scale, Should I let the user see more of the layout if his screen is not the same aspect ratio? If so, Scale outer mode should be good
  • If not, should I let the user see less of the game screen? If so, scale inner should do
  • Else, Should I force the game to show the same on all devices, even if a pat of the screen isn't used? If so, letterboxes scales will do (not availiable on cocoonJS by the way)


Also, to test if the game shows well, I resize my browser window, and do multiple tests, remember that you can use the viewports and windowsize expressions Details here[/QUOTE]


Thanks, very helpful.
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