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Thread: What Resolution to Use?

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
    Eliyahu's Avatar
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    What Resolution to Use?

    I just started working on a game that I intend to release for iPhone and iPad, but I'm wondering what the best resolution to use is.
    I'd naturally go up to 1024x768 in order to get the best quality, but that surely would be hard on the limited memory for a platformer game.
    If I'm working in a smaller resolution, does MMF2's resizing look bad at all?

    Thanks,
    -Eliyahu

  2. #2
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export ModuleInstall Creator Pro

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    Beware, with this res you'd have black bars on iPhone, afaik a reason for rejection. Use an iPhone res for universal apps. Since the iPad has a large display, black bars are tolerated.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
    Eliyahu's Avatar
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    That's a good point, thank you. So would you recommend 960x640 or smaller?

  4. #4
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5+ DLCiOS Export ModuleMac Export ModuleInstall Creator ProPatch Maker
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    Isn't there option for stretching? It should not do that much of a difference if you stretch things for wide a bit.

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export ModuleInstall Creator Pro

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    Currently I prefer 960x640, but haven't tried a complex platformer.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module

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    My game was made in 1024 x 768. Its a one screen a time affair - so i have used the stretch option for iphones etc On the Ipad it works fine.

    However if i was making a scrolling game, i would use 960 x 640 and do the methods suggested above.

  7. #7
    Clicker Multimedia Fusion 2 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleSWF Export ModuleXNA Export Module
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    What I've been doing is using using 'fit inside and adjust window' and using a frame size of 1136x720. Set the window size to 960x640.

    Regular iphones will display 960x640 (or automatically downscale to 480x320 for 3gs)

    iPads will display 960x720

    iphone 5 will use 1136x640

    Just code your game to adapt to the screen sizes and you should have a game that will fill the screen on all devices without stretching or black bars.

  8. #8
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
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    I'm not really worried about black bars and resizing, I just want to make sure it will run due to memory constraints, and I would imagine a platformer on 960x640 would be quite wasteful due to larger graphics.

  9. #9
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Universal Windows Platform Export Module (Steam)

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    I really don't think that relatively small difference in screenresolution matter when it comes to memory.

  10. #10
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    colej_uk - Is it possible to code something in MMF to alter the resolution depending on what device the app is running on?

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