There are a lot of threads that talk about how to handle the different android resolutions. Most of them said that if you wan't to target more than one size, start with the smallest one and then double it or multiply it by other number to fit the other screens. For example if you start with 960x540 you have to multiply your images by 1.33 to scale it to 1280x720. Others say to work with one resolution and set gideros scaling to stretch or letterbox (but lets not get into the scaling type).
The ones that recommend to work with only one, said to use 800x480. And on my own search on most popular android resolutions to work with, i found that maybe for the previous year, 800x480 would do fine. But while looking at this years released Android phones and upcoming ones, you can see that on the best ones, the smallest most common is 1280x720, while some still have 960x540, but I guess some more accesible phones will still use 800x480.
I was thinking on targeting maybe 800x480 for the base one and maybe 1280x720 also. But those don't have the same ratio and I don't know if multiply it by 1.6 or 1.5 for scaling up. I also notice that 854x480 is a common one, and has a similar ratio to 1280x720, 1920x1080 and even 960x540. So I was considering using that one instead. But I'm still not sure.
So, my question is: What Android resolutions did YOU used with games released this year and what resolutions are you targeting for your upcoming ones? If you wan't to share that, it would be great cause a lot of us new developers who joined Gideros this year will have like a guideline to work with.
EDIT:
I've decide to work with this ones:
- 480x800
- 720x1280
- 1080x1920
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Likes: SinisterSoft, somezombiegm, bali001
What should be my base image resolution? (In your excel as far as i understood it should be Iphone 4 retina 640x960 which has 1,1 coef)
Let's suppose i have one base background image and another button image in my project as below properties.
Bg.png = 640x960 (base image coef 1,1)
button.png = 50x70 (base image coef 1,1)
So what should i have to enter to gideros scales and logical dimensions and scale mode?
I know it can vary according to which project you are doing or which platforms you are focusing, but just want to hear your perspective as i installed your games in lots of different devices with different resolutions and all of them seems good for me
640x960
And prepare all assets for 640x960 (and respectively 1280x1920 as @2)
And create background as 720x1138 (and respectively 1440x2275.555556 as @2)
images to cover all possible whitespaces (with guaranteed viewport of 640x960)
And scaling Letter box
Likes: intellipro21
what i ended up using, after generating a similar table as ar2rsawseen, is 640xsomething and 1280xsomething (for 2x bitmap sizes) and this is scaled always to fit the width of the screen. the menu items e.g. are put on the screen in consideration of the height, with correct spacing between vertically positioned items.
when designing, one has to be careful that the screen has to fit in 640x854 (1:1.33) but the background needs to be 640x1140 for the most extreme ratio. for hd the game has to fit in 1280x1708 and for the bg we need 1280x2280.
i note that my menu design is such that it has to stretch from the left to the right side of the screen, so that's why i've chosen to fit width and do some ~manual positioning for different heights.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: somezombiegm
Do your games end up having always the same ratio but with a wider background? meaning that the game is centered and has big spaces left and right? (landscape mode). Or do they stretch horizontally?
i use portrait mode, so my explanation is for that, although it could apply to landscape similarly.
first, my game has two main parts, the menu pages and the game itself. the game is computed always for the exact screen size, but for most cases this cannot be done. so i now exmplain how my menu is designed. it has some elements. specifically a top one which stretches from left to right, it is 640xsomething bitmap/sprite, and is always scaled and positioned at the top. below, i put some other objects, their size with a fixed scaling as if 640 was the width. and i position them vertically proportional to the actual screen height. (i note that i do all scalings manually, as i need this for the game itself, yet for the menu gideros's 'fit width' scaling setting would be just ok).
maybe it will be easier to see an example, so i attach two screenshots for the two extreme cases.
summarizing, this way basically you just plan everything for a 640x854 screen, but when giving the vertical coordinates of separate items of the game/menu, all these numbers should be multiplied by the number (actual height of the screen/854), and so they will be spaced evenly always in a nice way, as on my attached images.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
@ar2rsawseen the table shows a better view on the subject, specially for the ratios part
Fragmenter - animated loop machine and IKONOMIKON - the memory game
I used my own scaling, just like @keszegh did.
Since when i tried all of the Gideros's auto scaling for portrait, it fails to give best result for easy positioning.
Likes: somezombiegm
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