I would like to ask which Android devices you use for testing. I know it is impossible to cover all resolutions/variables of the Android platform, so I was curious to know how you approach this problem.
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
Like @techdojo I currently have a ZTE blade (android 2.3.5). I also have an HTC magic which I will get around to installing 2.2 or 2.3 on and am currently contemplating one of these. Also want a basic spec cheap tablet like one of these. I hate the prices we have to pay here in UK, I just saw this and thought, at that price it's a throw away device. Up until 2 weeks ago I was spending the equivalent of $90 per week on cigarettes.
* edit * OK I just placed a pre order for one of these. Same specs almost as Galaxy Tab2 7" at 1/2 the price.
I use the Galaxy S and Galaxy S3. I think the best way to approach the different screen sizes, is to develop for the base resolution 480x320 and make your self a little template with safe zone guides. Basically all your important content should fit into a 4:3 area (which at the 480x320 resolution is about (427x320), then design your backgrounds etc. much larger.
Basically, for single screen levels with some content and a background, I design for 480x320 with the important content within 427x320 and the background at 640x320.
This way you get a nice full screen game on all devices
I use a Galaxy Tab to test the feel and gameplay on a tablet, a Galaxy S4 to test on a reasonably current phone, and my old Droid X to make sure an older phone with a single core processor can handle it. I learned the hard way the importance of good memory management and scaling textures appropriately. My first Gideros game would run fine until somebody tried it on a 3 or 4 year old phone, and then it would crash. It's handy to have that older device to test not only that the memory load is reasonable but also that the processor can keep up in case you've got a lot of code executing for every frame.
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Original Droid
Huawei Sonic
www.tntengine.com
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
* edit * OK I just placed a pre order for one of these. Same specs almost as Galaxy Tab2 7" at 1/2 the price.
Website: http://www.castlegateinteractive.com
https://play.google.com/store/apps/developer?id=Castlegate+Interactive
wife's iPhone 4
iTunes: http://itunes.com/apps/glennbacon
Amazon: http://www.amazon.com/s/ref=bl_sr_mobile-apps?_encoding=UTF8&node=2350149011&field-brandtextbin=Glenn Bacon
Galaxy S
Motorola Defy
Htc Desire (brother)
Second hand Galaxy Note 2 got it from Quikr.com
HTC Desire 816
I use the Galaxy S and Galaxy S3. I think the best way to approach the different screen sizes, is to develop for the base resolution 480x320 and make your self a little template with safe zone guides. Basically all your important content should fit into a 4:3 area (which at the 480x320 resolution is about (427x320), then design your backgrounds etc. much larger.
Basically, for single screen levels with some content and a background, I design for 480x320 with the important content within 427x320 and the background at 640x320.
This way you get a nice full screen game on all devices
PaulH
Nexus 7
Nexus 4
S3
HTC One