Scaling

cgilbertson

  • Posts: 31
I'm in the process of making a game for iOS and Android. Stencylpedia says to build your game in 480x320 mode so it can scale from there. I've imported everything at 4x scale and all looks good on that front.
However, since modern day phones are much bigger than 480x320, and vary in ratios from phone to phone, I'm finding that even with enabling scaling, my game often looks funny in different phone simulators. Regardless of the method I select (scale to fill fullscreen, letterbox, etc.), the game is either cut off on the sides, or too small in and not taking advantage of a phone's entire screen.

Should I rebuild my game larger than 480x320? if so, what size? Or is there another solution I should look to?
Thanks!

JeffreyDriver

  • Posts: 2262
The trick is to have your scenes larger than 480x320, but keep the camera that size and centre in on your scene.

Position things accordingly so that things display on all devices. So for example on some devices you might see a bit more of the background.


cgilbertson

  • Posts: 31
Hey Jeff,

This is incredibly helpful. Thanks so much.
Do you have any input on how large I should make my scenes and my backgrounds?

JeffreyDriver

  • Posts: 2262
I'm not sure as I haven't actually made a mobile game yet, but I do now design as though I am so that if I want to in the future, it'll be easier to convert. I double my scene size.

Working for ratios from 4:3 to 17:9 should cover you. To help, position UI elements according to the screen/camera. That way the UI is always visible, and just bits of the game area differ.