What is The best scaling mode for mobile ?

YobKgames

  • Posts: 63
what"s the best scalling mode for mobile android and ios  to keep the charm of the game (dimension of the actor , the position ,  And keeping the game  centred  ....ect ?
Propose your techniques and your ideas for me
thnx

rob1221

  • *
  • Posts: 9473
The "best" really depends on what your preferences are, but here's what I currently use:
Game resolution: 480x320
Graphics designed and imported at 4x
Scene size: 640x480 or higher
Camera either centered in scene or following an actor
Scaling mode: scale to fit (full screen)
Position certain actors like UI buttons based on the camera rather than the scene

squeeb

  • Posts: 1617
The "best" really depends on what your preferences are, but here's what I currently use:
Game resolution: 480x320
Graphics designed and imported at 4x
Scene size: 640x480 or higher
Camera either centered in scene or following an actor
Scaling mode: scale to fit (full screen)
Position certain actors like UI buttons based on the camera rather than the scene
I do about the same.. I anchor the buttons to screen where I place them in level editor in stencyl... usually top left of the screen... @rob1221 what do you mean by based on camera? For the UI?

rob1221

  • *
  • Posts: 9473
If I wanted an actor to always appear on the bottom of the screen, I would need to set the y position to the y of the camera + the screen height - the height of the button.  If anchoring, I think the camera y can be skipped.  It can't be set in the scene designer because the camera size varies based on device when using scale to fit (full screen).

squeeb

  • Posts: 1617
Ahh! Ok!  I'll switch mine around.. I wondered why sometimes the button would be an inch away from the edge of screen.. but on flash it'll be fine..  :)

Rainbros

  • Posts: 175
Why are we still using 480 x 320? Nobody has that screen size anymore... Why not iPhone 4 resolution, 960 x 640?

squeeb

  • Posts: 1617
It scales to fit.  I think it's more an aspect ratio... my live wallpapers i made in Eclipse are 480 by 800.. they work and look good on tablets and phones of all sizes.. they scale as well..., not sure why I chose that size... was years ago... I was using AndEngine, maybe they suggested it

rob1221

  • *
  • Posts: 9473
Why are we still using 480 x 320? Nobody has that screen size anymore... Why not iPhone 4 resolution, 960 x 640?
960x640 may seem better at first, but it's actually worse overall (even for iOS exclusive), and here's why:
iPhone 4/5/6/7: 480x320 = 2x and 960x640 = 1x [winner = tie]
iPhone 6/7 Plus: 480x320 = 3x and 960x640 = 1x [winner = 480x320]
All iPads: 480x320 = 4x and 960x640 = 2x [winner = tie]

P.S. My current Android phone still has a resolution of 480x320.

« Last Edit: May 17, 2017, 10:04:10 am by rob1221 »

andelmar02

  • Posts: 41
Why are we still using 480 x 320? Nobody has that screen size anymore... Why not iPhone 4 resolution, 960 x 640?
960x640 may seem better at first, but it's actually worse overall (even for iOS exclusive), and here's why:
iPhone 4/5/6/7: 480x320 = 2x and 960x640 = 1x [winner = tie]
iPhone 6/7 Plus: 480x320 = 3x and 960x640 = 1x [winner = 480x320]
All iPads: 480x320 = 4x and 960x640 = 2x [winner = tie]

P.S. My current Android phone still has a resolution of 480x320.

I think this explanation should be added on the "Create a New Game..." page under Screen Size, where it recommends using 320x480 for mobile games. Maybe as  a "Why?" hyperlink-style tooltip.

Food for someone's thought.