Official documentation for android regarding GS platform/dimensions and image resolution etc?
I'm looking to take some of my ipad apps and recreate for android tablets and perhaps phones later on. I see the cookbook has plenty of documentation for publishing to android but no documentation about setting up a project for android in GS i.e which platform to choose and dimensions for grahics etc. I had a look at some post scattered all over the forum but nothing conclusive. Is there a reason there is no official documentation on this?
I had a look at the many android devices and resolution are varied e.g. 800x480, 1280x800 and 1024 x 600 etc. and the samsung galaxy s5 1920 x 1080 for example. Some guy on the forum suggested "Macbook" as a platform and also Iphone landscape, those resolution vary considerably, so I'm very confused. Also another guy said not to check resolution independence, but how will the game adapt to the varying resolutions?
I saw this on the android site as well
A set of six generalized densities:
ldpi (low) ~120dpi
mdpi (medium) ~160dpi
hdpi (high) ~240dpi
xhdpi (extra-high) ~320dpi
xxhdpi (extra-extra-high) ~480dpi
xxxhdpi (extra-extra-extra-high) ~640dpi
- For the guys that are publishing to android regularly, what platform do you choose when you start a project for tablets and for phones?
- What else needs to be done to accommodated for the various resolutions of android devices, can I check resolution independence?
- What about the android device screens PPI, are there andriod devices that have reina-like PPI, e.g. 1.5 times normal PPI thus requiring graphics to be uploaded at 1.5 normal size?
- Should I be using letterbox, overscan or stretch?
- I'm guessing I should purchase a device with the most common aspect ratio for testing, do you guys mind sharing what the most common aspect ratio for andriod devices are?
Thanks
Comments
Maybe @phamtastic can help you
@phamtastic, anyone?
anyone?
bump
@gingagaming @pHghost @The_Gamesalad_Guru bump
I think the reason for no comments is that there is no answer. There is no real 1 size fits all perfectly. The closest you will get is using stretch and build in iPad format.
Personally I find that stretch is good for some and bad for others. Recently I built a bingo game in the iPad portrait resolution. When tested on an iPhone 5 the balls were so squashed it was terrible. Basicly, it was perfect on a tablet and over squashed on a mobile device. So what I did was change the screen size from 1024x768 to 1200x768. This made BOTH devices a little squashed rather that perfect for one and distorted for the other.
If you want to see it in action simple down it on your tablet and your phone and compare the two. You will see that the ball is slightly squashed from the top on the tablet and slightly squashed from the side on a mobile.
Here is the download on google play.
https://play.google.com/store/apps/details?id=com.gingagaming.retrobingo&hl=en
Thanks @gingagaming at least it's a start.