Most displays these days, on PCs, consoles (TVs), phones and whatnot,
have a 16:9 aspect ratio. 640x480 (which is 4:3) is pretty much an
obsolete resolution, and will cause problems almost everywhere at this
I’d recommend designing for 16:9 for all platforms. If you’re doing
pixel art or similar, 320x180, 480x270, and 640x360 are nice and handy
resolutions that can be scaled by integer factors to fit most screens
on current devices.
For crisp “HD” graphics, you should basically use the highest
resolution you can afford in terms of space - but rest assured that
someone will always have a display that will get blur due to
upscaling. (Mine is 3840x2160, BTW. And no, it’s not HiDPI; just a
very large screen.)
If you’re doing structured graphics, you can any random units, but
it’s definitely an advantage if things end up pixel aligned when
rendered, on way or another. (Either pick a “pixel art” resolution and
scale by integer factors, or nudge relevant objects to integer
positions after scaling.) Just make sure you design for an 16:9 aspect
ratio, or make the design fully adaptive.On Tue, Mar 29, 2016 at 2:59 AM, JeZ-l-Lee wrote:
We are working on a new Android O.S. 2D video game called: “TetriAttack
We are really stuck on how to best support all the different Android screen
resolutions and aspect ratios.
Our current project creates a standard desktop 640x480 display window which
does not look so good on our devices.
It’s a puzzle game with a set size playfield.
We would not want to change the playfield size.
We currently scale the display to the size of the device’s resolution but it
looks pretty awful.
Can someone please make a great suggestion or point us to some website that
describes the best method?
JessePalser GMail com
Video Game Design Studio
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//David Olofson - Consultant, Developer, Artist, Open Source Advocate
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