Not Exactly 100% Full Screen ?

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  • Hey All,

    I've tried to get 100% full screen on android so it will match most Android devices.
    I found it very comfortable to also test it on BlueStacks Emulator since it looks exactly like in my Tablet and Smartphone when I test the .APK

    OK, so I disabled everything I can think of that may related to the header. but I see the CLOCK / TIME (black bar on top) while in other apps it's gone... any idea what I should disable? because everything is already disabled under Properties: Window / style.Here is a screenshot:

    Please login to see this attachment. Please login to see this attachment.

    I must mention that Ron a.k.a. Sparckman was kind enough and helped me a lot with his great video tutorials and also replying to my questions but I'm stuck in this tiny thing here so maybe I can get some help from the community. Thanks ahead!

    * Sorry about my bad English.

  • Thanks Frenando, now it's 100% Full Screen! :)

    While I'm here, I saw many Android Resolution threads and it's very confusing, is there a better resolution I can use that won't slow down most devices? something that most users use?

    For now I've tried 550x369 as Sparckman recommended because it's small and light, but it's very blurry since it's stretches to fit... so I wonder what would you recommend?

    For example, will HD-Ready: 1280x720 and Full-HD: 1920x1080 will be too heavy for a scroller platformer?

    I realize that I will have to try once the game will get more "heavy" But I'm just curious what's the most common for now on the Landscape 16:9 area. by the most clickers around since I'm very new to Android.



  • oh android have so many different screen that you must keep is a proportion and use stretch to fill

    aspect ratio goes from 1.62 to 1.79 more or less, not exact I suggest you to make your numbers there

    check this link as reference Please login to see this link.

    I think normal screen with low dpi 120 are not anymore (until 2.3.4), but I think still in some low-end watches from china, not sure if they can run a game never try.

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • My recent games get 1280x720, frame size 1280x960 fill inside adjust screen size.
    Bit of a hard work with the UI dynamic realigning and stuff.
    But it's HD, And Fills almost any screen in all devices android or ios.

  • Thanks for sharing wpd! :)
    Now I'm experimenting with half HD (640x360) works smooth, but I'll probably try at least HD-Ready or what you've suggested: 1280x960 which is a bit higher but not high as Full HD.

    So far I've tested in 3 different devices, and the Joystick placed on weird places over the game, so I must find a better way to setup the UI which is not exist yet.. probably a black bar or something to leave space for the game itself.

  • Let's say I'm using a small resolution for the Game for example: 470x320 less or more, doesn't matter but SMALL (not HD)

    And I'm using the "Stretch to Fill" what I notice is that it's blurry on the Device and Bluestacks emulator, actually even when testing on Windows 10.


    Is there an option that allow me to stretch and fill WITHOUT the blurry effect?
    I mean, more like just ZOOM IN to the pixels.

    Just after I wrote this... I'm experimenting with "Smooth resizing" but still not sure if that's the answer so fill free to update me, because it's only for the Android I wonder about it also for the PC.

  • I don't recommend FullHD on mobile, coz it takes cpu resource, lower is better but If you are gonna port it to PC have it atleast HD (if you're not into pixel art)

    If you want a great Full Screen pixel perfect stuff on PC, try Ultimate Fullscreen extension (free)

    Stretch to fill, is just stretching the image to fit the screen, If you're not on the native aspect ratio, it will be stretchy. A low resolution (and not pixel art/pixel perfect) if displayed on a big resolution screen will get blurry because it's low res. There's no real zoom for mobile as of now, I love to have that zoom feature as well.

  • Thanks for the tips wpd,
    My latest experiment is half-HD (640x360) with the "Smooth resizing" disabled, so it's not getting blurry as I've tested on 3 different devices include the BlueStacks emulator.

    I also put a counter to always show the FPS on the screen as I work, so it's showing 60 fps when no moving and of course with some action on the screen it's "dancing" a bit, but nothing critical yet.

    I guess that if it will stay 50-60 fps it will still be nice and not annoying to the eyes, but I'm still experimenting as I go.

    I'm considering to reduce the 640x360 resolution to even lower since it's pixels graphics on my first Android project anyway, but still didn't get the "BEST" resolution to my taste just because the UI and the Joystick placement take over most of the screen no matter how I play with it.


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