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Newcomers AppGameKit Corner / Problem with different resolutions for different devices

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RavenFelman
7
Years of Service
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Joined: 9th Oct 2017
Location:
Posted: 19th Jan 2018 17:43
Hello, i'm still a beginner in the world of AGK2, i'm trying to develop a game, i coded him for my samsung galaxy s6 with the screen and virtual resolutions of 768 x 1024, i finally take it to an acceptable and playable state, but...when i try to run it on a different device with the corresponding resolution i have problems like black borders, trying to changing will show zoomed and bigger sprites, empty portions of the screen etc...

How i can resolve all of this and make the game playable also on the other devices?

Any help will be very appreciated, thank you.
smallg
Valued Member
18
Years of Service
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Joined: 8th Dec 2005
Location: steam
Posted: 19th Jan 2018 18:57
the problem is because not all devices have/support the same aspect ratio and if you set a specific resolution then AppGameKit will do it's best to fit that resolution into the screen (and any extra will become border).
the help file suggests to use
Quote: "The default approach for the coordinate system in AppGameKit is to use a percentage based system where 0,0 represents the top left corner and 100,100 the bottom right"
life's one big game
spec= 4ghz, 16gb ram, AMD R9 2700 gpu
RavenFelman
7
Years of Service
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Joined: 9th Oct 2017
Location:
Posted: 19th Jan 2018 19:23
I try to change the virtual resolution and the screen resolution for matching the one of my galaxy tab (600x976) but i get unwanted proportions of the sprites and text, also text position is not the same, it's like moved to the right

https://ibb.co/iscgGw

https://ibb.co/eAttUG
RavenFelman
7
Years of Service
User Offline
Joined: 9th Oct 2017
Location:
Posted: 19th Jan 2018 19:35
I have to change all the values of the sprites etc... to make the percentage based system to work?

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