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
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
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
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
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
5 matches
Mail list logo