Below is my config.lua. It works fine on all the Apple products and most of the other products. However there are a few items in the Simulator that displays the assets incorrectly (see item 2b below).
All of the assets are set up using the following set up using the following method:
asset.x = display.contentCenterX, asset.y = display.contentCenterY
- Which of the phones in the Simulator are considered “Android”? Which one’s would be applicable if I released the game on Google (excluding the obvious iPhones)?
2a) The config.lua works as expected on the following: HTC Sensation, Samsung Galaxy S3, Samsung Galaxy S5, Kindle Fire, Kindle Fire HD 7", Kindle Fire HD 9", Nook Tab, Amazon Fire TV’s, Ouya’s, Nokia Lumina 920 and Samsung ATIV S, all apple phones and iPads.
2b) The config.lua does NOT work as expected on the following: NexusOne and HTC Windows Phone 8S
Is there a way to fix this on these two items without impacting all the other items that are currently working?
Can I exclude these phones from the release? Are they even relevant to releasing to Google?
I attached some screen prints so you can see what I am talking about. One good one and two bad ones.
Thanks,
Lori
-----------------------
CONFIG.LUA
------------------------
–calculate the aspect ratio of the device
local aspectRatio = display.pixelHeight / display.pixelWidth
application = {
content =
{
width = aspectRatio > 1.5 and 800 or math.floor( 1200 / aspectRatio ),
height = aspectRatio < 1.5 and 1200 or math.floor( 800 * aspectRatio ),
scale = “letterBox”,
fps = 30,
imageSuffix =
{
["@2x"] = 1.3,
},
},
license =
{
google =
{
key =
“MY GOOGLE KEY #”,
},
},
}