Buld For All Android Devices !

Hi

i Have a question , i want to build my app for all android devices in different size butt i can build my app only in some android devices in corona . i see a part in the menu of this program in new project that is the custom size , in witch way i can use this part ?
if any one can help me to build my app in different size please Answer Me .
[import]uid: 73392 topic_id: 31106 reply_id: 331106[/import]

Set scaling to letterbox or zoomStretch or the like, and it should scale up; is that what you mean? [import]uid: 52491 topic_id: 31106 reply_id: 124487[/import]

Hi Peach Pellen

i know that , but this is not my question .
i want to buil my app for all resolution size . see this website and you can see all Android Devices & All resolution Size of them : http://en.wikipedia.org/wiki/Comparison_of_Android_devices

i want to build my app for all this devices with corona . in witch way i could do that ?
[import]uid: 73392 topic_id: 31106 reply_id: 124549[/import]

This what I did to get my app to run on every device out there (it is landscape only) - see the free (Lite) version at https://play.google.com/store/apps/details?id=net.medved.games.rescuelite

  1. Use letterbox, set coords to 1024x768 (IPad)

  2. In my code, define screen edge coords:

local scX1 = display.screenOriginX local scY1 = 0 local scX2 = scX1+math.abs(scX1)\*2+display.contentWidth local scY2 = scY1+display.contentHeight-1
obviously width is scX2-scX1+1 and height is scY2-scY1+1

Note that scX1 can be negative

  1. Backgrounds: for some that can be done that way (like the ocean/sky), I load the 1024x768 background and stretch it into the screen. For others, I have the extra left and right extensions - so I load the main background in the middle and supplement it on left and right with extra images.

  2. Gameplay, positioning of objects on screen etc is all done dynamically off the sc* variables above.

  3. The hard part is setting the size of some UI objects. Obviously, stuff that needs finer finger touches (like input wheel field) needs to be a reasonable physical size on the screen, and that is hard to do without knowing what the DPI is on the device. So I did it the hard way. See:

https://github.com/ricardograca/android-devices-list (and thank you ricardo)

obviously the list cannot ever be complete, but it is pretty comprehensive, and I keep adding to it. I use the inchesDiagonal to figure out the size multiplier for the UI elements that I want to keep a particular physical size. If you run the app I gave you above on a smaller phone and on an iPad you will see that the input UI elements’ size changes to accommodate the smaller device.

I tested this on a bunch of devices - from the original Droid to iPad3, various Android tablets etc. It works and fills up the whole screen on all of them. For iPhone5 I just included the new Default screen in the build and I presume it will work as well. [import]uid: 160496 topic_id: 31106 reply_id: 124617[/import]

Set scaling to letterbox or zoomStretch or the like, and it should scale up; is that what you mean? [import]uid: 52491 topic_id: 31106 reply_id: 124487[/import]

Hi Peach Pellen

i know that , but this is not my question .
i want to buil my app for all resolution size . see this website and you can see all Android Devices & All resolution Size of them : http://en.wikipedia.org/wiki/Comparison_of_Android_devices

i want to build my app for all this devices with corona . in witch way i could do that ?
[import]uid: 73392 topic_id: 31106 reply_id: 124549[/import]

This what I did to get my app to run on every device out there (it is landscape only) - see the free (Lite) version at https://play.google.com/store/apps/details?id=net.medved.games.rescuelite

  1. Use letterbox, set coords to 1024x768 (IPad)

  2. In my code, define screen edge coords:

local scX1 = display.screenOriginX local scY1 = 0 local scX2 = scX1+math.abs(scX1)\*2+display.contentWidth local scY2 = scY1+display.contentHeight-1
obviously width is scX2-scX1+1 and height is scY2-scY1+1

Note that scX1 can be negative

  1. Backgrounds: for some that can be done that way (like the ocean/sky), I load the 1024x768 background and stretch it into the screen. For others, I have the extra left and right extensions - so I load the main background in the middle and supplement it on left and right with extra images.

  2. Gameplay, positioning of objects on screen etc is all done dynamically off the sc* variables above.

  3. The hard part is setting the size of some UI objects. Obviously, stuff that needs finer finger touches (like input wheel field) needs to be a reasonable physical size on the screen, and that is hard to do without knowing what the DPI is on the device. So I did it the hard way. See:

https://github.com/ricardograca/android-devices-list (and thank you ricardo)

obviously the list cannot ever be complete, but it is pretty comprehensive, and I keep adding to it. I use the inchesDiagonal to figure out the size multiplier for the UI elements that I want to keep a particular physical size. If you run the app I gave you above on a smaller phone and on an iPad you will see that the input UI elements’ size changes to accommodate the smaller device.

I tested this on a bunch of devices - from the original Droid to iPad3, various Android tablets etc. It works and fills up the whole screen on all of them. For iPhone5 I just included the new Default screen in the build and I presume it will work as well. [import]uid: 160496 topic_id: 31106 reply_id: 124617[/import]