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Lee3735518

: What are the screen resolution possibilities when targeting pc/mac I'm coping with a huge problem at the moment, concerning screen resolution. As i'm a college student the only tools i have for

@Lee3735518

Posted in: #Resolution

I'm coping with a huge problem at the moment, concerning screen resolution. As i'm a college student the only tools i have for developing the game i'm making is open source software and a laptop running windows with a 1366x768 resolution.

I recently found out that it's best to develop your game on a 1920x1080 resolution since it's common.

Now wondering if there is some sort of workaround since i dont have acces to a screen that has that resolution or higher and my sprites will probably blurr when displayed on such resolution.

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@RJPawlick971

The resolution of your screen has nothing to do with the size of images you can create.

I can create a 1200x1600 image on a 600x800 screen. It just means I'll have to do some zooming and panning and scrolling to see it at actual size.

UPDATE:

It would help to understand how you plan on accommodating different screens. Assuming you want to make a full-screen game, there are a few scenarios you could consider:


Design your imagery at a specific size, then stretch-to-fit.


Pros: One set of assets. One 'playing field'. If you design them fairly large to begin with, they should render fairly well even when stretched.
Cons: You need to account for aspect ratio differences (perhaps letterbox as needed). Shrinking down too far or up too far could produce a reduction in quality that is unsatisfactory.

Design your imagery at a specific size, but then crop/expand the playing field rather than stretching.


Pros: Assets are shown at 'actual size'. There is no aspect ratio issues.
Cons: Depending on the design game, this may or may not work.

Design to specific screen resolutions.


Pros: It will look 'perfect' on each screen you design for.
Cons: It may require creating several versions of each asset.

Build the game using vector-based assets.


Pros: Vectors can scale up and down without a loss in quality.
Cons: Not all platforms/gaming dev platforms support them.

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