@rakoonic, that’s reasonable too. However, it breaks display.contentCenterX, display.contentCenterX since you’re no longer centering the content area. Now you do get 0, 0 being top, left and display.actualyContentWidth, display.actualContentRight being the right and bottom edges. They all have their pros and cons. I like this for business type apps where you’re going to fill things from the top down and perhaps have a scroll view that is sized to fit the screen. Typically in these apps you’re not centering things.
As far as sizes go, at one point Brent and I looked at modern devices and came up with 800x1200 as a good new size to standardize on. Though I was thinking about @2x versions which would be 2400 px which could cause some problems with maxTextureSize on some devices. I think 640x960 is reasonable too but keep in mind, several of our widgets are designed based on a 320x480 content area and they don’t scale. You could of course skin them yourself but…
Another idea that someone suggested was to go to a 16:9 on all devices like 640x1140. On tablets you would have more extra area at the top and bottom for you to place your UI elements, but the game/content itself would stay within the boundary of the content area.
Rob
