Jul 262012
 

An episode where I talk about relative screensizes, aspect ratios, DPIs, and how to work around them. Listener request from Mike!

No links today. :)

  One Response to “ScreenSize Tech”

Comments (1)
  1. Pixel Art makes this whole experience a lot more difficult. You can’t scale down and retain quality, unless you’ve already been scaled up (So like the 1:1 640×480 PA projects we do are quite painful to resize often), and you can only scale up or down in whole number amounts.

    Even if you are able to scale up or down though, you often run into the aspect ratio problem. Letter/Pillar boxing can help fight a lot of these issues, but sometimes your just left with something that doesn’t really work. For instance a 640×480 game, on a 1024×600 device. You can’t scale up properly, and thats a ton of room to simply black bar.

    Fixed screen games are generally the worse in this regards, with scrolling games you can often tweak and cut width or height and then scale up as needed.

    Vector art is certainly a great advantage if your planning on supporting multiple resolutions/aspect ratios with a single build, or just for creating new assets for device specific builds of the game. (To bad vector art is so ugly though =) )

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