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Screen Resolution for Mobile

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Tutorial written by ArcadEdOriginally published on 26th, April 2014

This is a tutorial written as the first part of my Mobile Monetization course on Udemy.

This tutorial walks through the process I have used on several games to make sure they look good on all mobile devices using CocoonJS.

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Comments

0
TheDom 9,348 rep

Very Nice!

Saturday, April 26, 2014 at 5:06:23 PM
4
shinkan 37.0k rep

Wouldn't be easier to set your window and layout to same size and turn unbounding to on? With unbounding set to on layout size does not matter and there's no need for setting any specific size for the layout or initial scrollXY values. And then using scale outer you can set all of your background to cover entire visible window area with one event. Using this method is much easier and faster, cause you don't need any guides or whatever since every time game will start on any device it will automatically adjust it's own size to cover entire screen on device you are using.

Saturday, April 26, 2014 at 6:59:04 PM
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AbelaNET 14.9k rep

Thanks for sharing.

@Shinkan - I liked that you stated, maybe you can upload a capx as a capx example to demonstrate this.

Saturday, April 26, 2014 at 8:40:53 PM
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ArcadEd 22.2k rep

Never tried it like that, I'd love to see an example. Thanks.

Saturday, April 26, 2014 at 9:25:18 PM
0
veeru5656 1,968 rep

good thanks

Monday, April 28, 2014 at 11:50:17 AM
0
K969 1,533 rep

Thanks for sharing.
I wouldn't mind seeing a setup example of @Shinkan method. ;o)

Wednesday, April 30, 2014 at 11:40:33 AM
1
shinkan 37.0k rep

@AbelaNET @K969
I've sent my example to ArcadEd some time ago. But it was very very simple.
So maybe he will do a tutorial from that file explaining how it works.

Wednesday, April 30, 2014 at 12:08:41 PM
1
spy84 2,353 rep

keep it up arcaded but i saw only iphone and ipad what about android where are at least 5-6 different resolutions and also i expect to see in your tutorial some testing in mobiles not only pc. To see the difference between resolutions. lets say that now the highest res in mobiles is fullhd. is it better to make a game entirely in fullhd and use inner scale to shrink it or to use your method?the problem building a game fullhd is the memory of course.

Friday, May 02, 2014 at 5:37:07 AM
1
Greaver 1,530 rep

Very nice but, Cocoojs can't handle letterbox scale, it always falls back to 'scale outer'
Or am i missing something here? ;o

Friday, May 02, 2014 at 3:16:13 PM
1
Karmate 759 rep

Thank You. I Like Your Tutorials.

Friday, May 02, 2014 at 6:13:26 PM
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ArcadEd 22.2k rep

@Greaver, you are correct. When I get to the part of course talking about exporting for CJS, I discuss that :). The initial splash screen is a little misleading since this is actually the first video on my course, but this video itself was designed to be a bit more general, so doesn't go into the specifics of CJS.

@spy84 The reason I didn't go into android is because there are way to many resolutions to talk about, but I have never had an issues on those devices using this method. As for the fullHD, it's your call. I wouldn't recommend making a game in fullHD as for the reason you stated, but if you wanted too you would use the same logic. Start with a window size and make your layout size bigger.

Sunday, May 04, 2014 at 4:11:37 AM
4
TwinTails 3,425 rep

@ArcadEd Any chance you could upload the capx example Shinkan sent you? I'd like to take a look :)

Wednesday, May 28, 2014 at 5:15:06 PM
0
istero 704 rep

@ArcadEd PLEASE PLEASE PLEASE UPLOAD THE CAAPX.

Friday, July 28, 2017 at 11:14:45 AM

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