Just wondering how other developers are approaching (or are planning for) the nearly absurd number of mobile devices that are currently being sold, soon will be sold, and (for our concerns) the myriad of screen resolutions that each one will have. We have the whole iOS suite, with resolutions from 320x480 up to 768x1024. The next iPad (spring 2011) will probably bump that up even more, possibly 1200x1600. Then there’s the entire Android line, HTC line, Android phones, Android tablets, Samsung tablets/phones (Windows Phone?) with screen resolutions in nearly every proportion between the classic iPhone and the iPad.
I understand that Corona currently has methods in place (newImageRect) and config.lua to specify which images to use at different resolutions. My question and concern is how all of us developers are facing the challenge. How are you designing your “worlds” and levels? Are you shooting for a mid-level resolution like the iPhone4 (640x960?) and then downsizing or upsizing for devices on either side of that range?
The issue might be slightly simpler if these devices had proportional resolutions, in an equal 2:3 ratio like iPhone. But the iPad has a ratio of 3:4! I think other devices and tablets have a “wide” screen possibly at 3:5 ratio. Needless to say, this creates alot of potential problems for us Corona developers (well, all developers!)… and as the smart-phone and tablet industry plows forward at full speed, there will just be more and more devices and resolutions to contend with.
So, what are your ideas? Your solutions? Your approach when developing a new game? I’m curious to hear some discussion on the matter.
Brent
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