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AppGameKit Classic Chat / Popular screen sizes

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blueFire
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Joined: 23rd Jan 2011
Location: North Carolina
Posted: 20th Feb 2012 00:20
Among mobile devices what 10 screen sizes tend to be the most popular?

Which ones are the most popular for tablets?

Jason
The Zoq2
15
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Location: Linköping, Sweden
Posted: 20th Feb 2012 09:09
I have a galaxy note, wich I think has the sane resolution as a galaxy tab. If im not mistaken it has a 1280x720 pixel screen
baxslash
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Bronze Codemaster
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Posted: 20th Feb 2012 09:57
Blackberry playbook is 1024x600
iPad is 1024x768

bjadams
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Posted: 20th Feb 2012 10:54
What is a "good" resolution for Android?

Is there a generic aspect ratio/resolution on Android that will play good on most devices without black bars? Or is this just a dream?!!!
Mobiius
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Posted: 20th Feb 2012 13:22
Use a virtual resolution then it'll fit any resolution!

My signature is NOT a moderator plaything! Stop changing it!
bjadams
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Posted: 20th Feb 2012 14:54
Obviously Virtual Resolution is the best option in this type of scenario, but for example in non-scrolling games, where the screen has a fixed with and height, you have to set some standard what display size you are going to use as base.

For example, on ios if you use 960 by 480, it will work 1:1 on iphone 4 and resize to half on iphone3gs
Daniel TGC
Retired Moderator
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Posted: 20th Feb 2012 21:55
My asus pad transformer's resolution is 1280x800 that's the highest resolution I've come across.

For a the highest resolution is the same with the Samsung Galaxy note.

My Xperia Play comes in at 480 x 854 which seems to scale well as well with virtual resolution, I didn't see a big issue with it when I scaled to my tablet.

The most you'll get is a couple of black lines at the top or sides of your app, if you use a gradient around the edges of your program fading to black then it will just look like part of the background.
victordavion
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Posted: 21st Feb 2012 05:02
My HTC Nexus One's resolution is 800x480 in landscape, just to add.
blueFire
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Joined: 23rd Jan 2011
Location: North Carolina
Posted: 21st Feb 2012 05:53
It looks like SetVirtualResolution scales the game to fit all screen sizes.

Does the default percentile system used in AppGameKit (SetDisplayAspect) also scale the game to fit all screens sizes?

If this were true then either method should work on all screen sizes.

With either solution do I need to change the height and width properties in the setup.agc file?

Jason
anwserman
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Joined: 20th May 2011
Location: Wisconsin
Posted: 21st Feb 2012 07:02
Quote: "Obviously Virtual Resolution is the best option in this type of scenario, but for example in non-scrolling games, where the screen has a fixed with and height, you have to set some standard what display size you are going to use as base.

For example, on ios if you use 960 by 480, it will work 1:1 on iphone 4 and resize to half on iphone3gs "


You mean 960x640.....

Retina display for iPhone and iPod Touch: 960x640
Non-retina display for iPhone and etc: 480x320

Hi there. My name is Dug. I have just met you, and I love you.
bjadams
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Posted: 21st Feb 2012 09:35
Answerman, yes I meant 960x640, which scales down perfectly to 480x320 without borders.
blueFire
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Posted: 22nd Feb 2012 02:20
After experimenting I discovered the best way to make the game be full screen on all sizes (with no black borders) is to use the SetDisplayAspect() method.

The process is simple. Set the Width and Height variables in the setup.agc to the Width and Height of the target device. Next use SetDisplayAspect(VALUE) on the first line of the main.agc file with a value equal to the Width of the target device divided by the Height of the target device. This makes the game full screen on each target device. This method will require you to use the percent method to place sprites (where 0,0 is the top left and 100,100 is the bottom right.

This is the best method I have discovered but if anyone knows of a better way please let me know.

Jason
basjak
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Posted: 24th Feb 2012 00:12
dpnt worry much about the resolution. the virtual resolution can be as much as you want
Mobiius
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Posted: 24th Feb 2012 01:53
Setup.agc is only used on the pc version, and is not required for mobile devices as apps will always run full screen. I've found it best to use the virtual resolution so whatever the target devices screen resolution, your app will always run fullscreen with no borders. To fix the rectangular square issue, just SetDisplayAspect() and pass in the result of the devices actual width / it's actual height. (Or however it works)

My signature is NOT a moderator plaything! Stop changing it!
basjak
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Posted: 24th Feb 2012 16:42
if I try AppGameKit examples, I don't see borders on the screen. but I always see borders on my screen even if I used the examples resolution.

(am talking about the mobile devices, not PC because I manage without borsers on PC.)

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