We're trying to design a game that can scale to either iPhone or iPad (and maybe in future to Android mobile devices, but for now we're just trying iOS). Regardless of what the game is targeted towards, you'll be designing your game at a standard resolution, most commonly at 480 x 320"Ģ) "Draw and import your graphics at 4x resolution" We've used a StencylForge Tile set which is 32x32, and we've imported graphics at 4x.Įach of our scenes is set to 15X10 tiles, or 480x320 landscape.ġ) "Design at 1x (Standard) resolution. You still must import your graphics at 4x, but we’ll omit the inapplicable (1x) sets from the app at publication time to save you a little bit of space.ĭerekfc I have a similar question to Jezus101. Tablet-only mode is useful for tablet-only games. With most device resolutions trending well past the 2x point now, we think this isn't all that useful and may remove it in the future. It forces the game to max out at 2x resolution, even on tablets and smartphones where a higher resolution could be used. You can import at a lower scale such as 1x or 2x (you can tell Stencyl what scale you are importing at, at the time that you import), and Stencyl will generate the hi-res variants. DeviceįAQ Do I absolutely have to design my graphics at 4x? Instead of covering everything, we've picked out devices that are representative of that class and tried to hit all the major screen resolutions. The following table lists what scales common Android devices will run at. The following table lists what scales each iOS device will run at. This will cause more of the game to be shown on certain device and less on others. Scale to Fit (Full Screen) <- RECOMMENDED FOR MOST GAMESĪcts just like Letterbox, except that the extra portions of the screen are displayed. Because of this, a small portion of the game will be chopped off. Stretches the game until the smaller game dimension fits the screen, while preserving the game's aspect ratio. Because of this, a small portion of the screen will remain blank. Stretches the game until the larger game dimension fits the screen, while preserving the game's aspect ratio. If the aspect ratio of the screen and game differ, this will slightly distort the image. Stretches the game to fill the entire screen. Full ScreenĪfter selecting the multiple to draw at, this mode will display the game "as is" without any further scaling. Demo No Scaling (Letterboxing)Īfter selecting the multiple to draw at, this mode will will not perform any resizing. This dropdown controls how the extra space is handled. Under Settings > Mobile > Display is a Scale Mode dropdown for both iOS and Android. This means that after using high-res graphics to scale a game up to 2x or 4x, some extra space can remain. Unfortunately, this isn't the case because each device's aspect ratio is different. In a perfect world, every device would be an exact multiple of the base resolution (480 x 320). Scale Modes - What to do with the extra space? Note: When you import your graphics (at 4x - the default), Stencyl will automatically generate a set of 1x, 1.5, 2x, 3x graphics to use on lower-resolution devices. If your base resolution is 480 x 320, then quadruple that is 1920 x 1280, which will accomodate recent iPads and Android flagships. In contrast, you'll want to draw your graphics as large as you can. The scaling happens automatically at runtime depending on the device used to play the game, so for example, it would run at 1x scale on the original iPhone, at 2x scale on an iPhone 4 and at 4x scale on an iPad Air.ĭraw and import your graphics at 4x resolution. This means that, if your game was designed to be a 480 x 320 game (to fit the original iPhone), the game size is 480 x 320. Regardless of what the game is targeted towards, you'll be designing your game at a standard (1x) resolution. Two Key Principles Design the game at 1x (Standard) resolution. Higher-resolution graphics are necessary to keep a game looking crisp. Today's flagships are up to 1920 x 1080 or even higher. The original iPhone sported a 480 x 320 resolution. Use higher resolution graphics on higher resolution screens.Resize the game to fill/fit each device's screen. To make a game fit each device's screen, we need to do two things: How do you make your app look good on each device in a consistent and satisfactory way? The Approach With each new generation comes different screen sizes to support. Every year, many new mobile devices get introduced with flagship devices from Apple, Google and Samsung getting refreshed annually.
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