hi all,
I was wondering, which approach are you guys using to support all kind of screen sizes ? i ve created an image with the size 480px x 320px and 1.5x, 2x versions but on my galaxy s3 there are some white areas that the
@2x image doesnt fit. so which size do you use as normal 1x image ?
Comments
If i were you;
-I will support the most used android devices as a base like;
Samsung S3, Samsung Galaxy Note 2, HTC One X, HTC desired HD, Nexus
-And for IOS it is much more easy hence the resolutions are not vary like android devices.
In my own opinion it is always much more better to release tablet and phone programs separately so do not try to support all in one program. Do your tablet version separate and name it xxx for tablets or xxx HD etc..
Likes: WauloK, wretch
so when Gideros run your application, it will check the height and width of current running device. If device width are larger (than 320px as example above) Gideros will looking for @2x images to load.
Ultimate Games on Appstore
Ultimate Games on Google Play
http://www.giderosmobile.com/forum/discussion/1929/understanding-scaling-and-resolution-on-different-devices.#Item_40
Basically you create the image, that would be the size to cover all resolution, and in smaller ratios allow it to go outside the screen.
Likes: yvz5
Logical dimensions 480x800
Automatic scaling: Letterbox.
local bgTexture = Texture.new("images/bg.jpg", true)
local bg = Bitmap.new(bgTexture)
--set position in center
bg:setAnchorPoint(0.5, 0.5)
bg:setPosition(width/2, height/2)
does the trick. thanx a lot