Rick Posted March 27, 2013 Posted March 27, 2013 I'm nervous about dealing with 2D on mobile platforms, given so many different resolutions and aspect ratios. Testing for all the different variations and potentially needing different sizes of the same image (not stretced because it could look bad) just seems like a giant pain Has anyone made a game on mobile that had 2D elements and have any tips? Quote
tjheldna Posted March 27, 2013 Posted March 27, 2013 I've been used a bit of cocos 2dx with Levelhelper and Spritehelper. If you want to go 2d I highly recommend these. Levelhelper and Spritehelper are OSX only, but they both compile for use on iOS and Android. Quote
Rick Posted March 27, 2013 Author Posted March 27, 2013 Not looking to go 2D, but there will be 2D menus in my 3D game, which is my main reason for my question. Quote
YouGroove Posted March 27, 2013 Posted March 27, 2013 You just have to wait for LE 3 GUI system and editor, menahwile you can develop your game. Why not 3D menus ? Or simple rectangle polygon with text on it ? Quote Stop toying and make games
Rick Posted March 27, 2013 Author Posted March 27, 2013 1) For sure not waiting for LE GUI seeing as my game is probably 1-2 weeks from being complete. 2) I've thought of 3D GUI and I might go that way, but 2D is generally easier (make a image, DrawImage() on the screen, minus the resolution issue). Quote
Rick Posted March 27, 2013 Author Posted March 27, 2013 OK, I'm going 3D with this stuff I think. The main menu background I'll just make a material for and slap it on a CSG object in front of the camera. Will do the same for the buttons I think and just pick them for selection. That way I don't have to worry about this 2D **** 1 Quote
knocks Posted March 28, 2013 Posted March 28, 2013 For Spritehelper pc alternative i use TexturePacker Quote My first Adobe purchase was Photoshop 2.0, CS6 was my last! < = >
MCP Posted March 29, 2013 Posted March 29, 2013 To answer your original question Rick. I faced the same problems when I developed my first Android game which I published roughly two years ago. Depending on your game's graphical requirements it's best to design your game to the absolute smallest screen you think it will be comfortably played on. You can then rescale your graphics to fit larger screen sizes and/or reference higher resolution bitmaps to fit. Remember to preserve the aspect ratio of your original screen size then centre the game area on the larger screen and you should be fine. Quote "If our brains were simple enough for us to understand them, we'd be so simple that we couldn't." - Ian Stewart 1995.
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