Re: [android-developers] Re: supporting only resolutions >= 320x480

2010-12-23 Thread Dianne Hackborn
On Thu, Dec 23, 2010 at 7:16 PM, Utumno wrote: > As you can see , I don't dig this 'density' Android weirdness too > much :) > This isn't Android weirdness, it's reality. It's not like this is different for other platforms -- consider the iPhone's HVGA vs "retina" displays. Same screen size, b

[android-developers] Re: supporting only resolutions >= 320x480

2010-12-23 Thread Zsolt Vasvari
Just coming from an end user -- I think I wouldn't be too happy not to be able to play your game to its full pontential just because of the resolution of my screen -- we are talking resolution here, not screen size. A 4" 480x800 device should display the same graphics (at a lower resolution) than

[android-developers] Re: supporting only resolutions >= 320x480

2010-12-23 Thread Utumno
As you can see , I don't dig this 'density' Android weirdness too much :) No, as i said before: the bigger resolution, the better levels. 1280x600 ? Bring it on, baby! I've tested, the levels look and feel great. I've tested 640x360, 480x854, what have you, all works great, as long as it is >=320x

Re: [android-developers] Re: supporting only resolutions >= 320x480

2010-12-23 Thread Dianne Hackborn
That just isn't how it works. A 240x400 ldpi screen should be treated as the *exact* *same* space as a 320x533 screen which should be treated as the *exact* *same* space as a 480x800 screen. The only difference is density, which means less or more graphical detail. Not UI/level complexity You s

[android-developers] Re: supporting only resolutions >= 320x480

2010-12-23 Thread Utumno
Because I don't scale my graphics , and I don't let the system do it either :) My reason: actually I could make the UI work in 240x400 and 240x432, the problem is with game area. The app is a game where infinitely many levels are created pseudo- randomly. The bigger resolution, the more complicat