Keeping Proportions Constant Across Different Screen Resolutions.
by Jack-S- · in iTorque 2D · 02/02/2012 (12:45 pm) · 8 replies
Hi I have came across a problem that I dont think ive ever actually thought about before. I have built a number of levels for a 480x320 resolution camera size. However when I play these levels in iPad resolutions 1024x768 then the level appears very small (which makes sense more pixel area to render to) however if I were to increase the size and height of object in screen proportionally to match the new resolution the distance between objects obviously is ignored and youve got a bunch of object on top of one another.
My question is how do I get the 1024x768 screen res to render the exact same as it would render in 480x320 as building resolution specific level doesnt seem plausible.
thanks.
My question is how do I get the 1024x768 screen res to render the exact same as it would render in 480x320 as building resolution specific level doesnt seem plausible.
thanks.
About the author
#2
02/03/2012 (12:17 am)
you can't or better don't want to keep proportion of an UI constant if you switch aspect ratio as the proportions themself get skewed
#3
02/03/2012 (5:35 am)
its not to do with user interface but rather object within my level themselves.
#4
02/06/2012 (7:19 am)
Quote:My question is how do I get the 1024x768 screen res to render the exact same as it would render in 480x320 as building resolution specific level doesnt seem plausible.Using v1.5, this should happen automatically. You would create a project at specific platform resolution (like 480x320). When you run on other platforms, like iPad, everything should scale normally. The only reason for the levels to get messed up is if you are changing resolutions during development and level design.
#5
02/09/2012 (5:03 am)
Mich - the automatic solution in 1.5 isn't very useful though. If I create a project at iPad resolution, make it universal and then run it on an iPhone, circles will appear as stretched elipses because the 4:3 aspect ratio of the iPad screen is not the same as the widescreen aspect ratio of the phone.
#6
02/10/2012 (12:30 pm)
@Conor - Does make a difference if you use images for different resolutions?
#7
02/12/2012 (3:09 am)
Mich - I haven't seriously looked in to universal apps yet. I'd imagine you can use all the same images, but you'd need a different camera size and HUD level for iPad or iPhone. My only experiment was taking my Bumble Bee iPad game, converting it to universal and running it on my phone. Everything was stretched to fit the phone's screen. This is good in one respect - nothing important happens off-screen, but bad from a graphical perspective. Particularly if you're using unfiltered images because stretched pixel-art doesn't look good.
#8
By setting both the camera size and the design resolution to 480x320 I got the level to render out at the higher resolution but still maintain its proportionality. I should probably post some screens to help explain what I was first posting about.
02/12/2012 (1:00 pm)
@micheal - I think I may have made some progress in this however I was wondering if you could explain things a little further. for instance to get the game to proportionaly run the same across multiple simulators I set something called the "design resolution" to 480x320. I have always designed my levels with 480x320 screen size in mind however when running in iPad simulation mode it would always appear as if the camera had zoomed out or appeard further away from the level.By setting both the camera size and the design resolution to 480x320 I got the level to render out at the higher resolution but still maintain its proportionality. I should probably post some screens to help explain what I was first posting about.
Conor O'Kane
cokane.com
Why not?