Are you doing this in the simulator or on device? If simulator can you hit CTRL-0 (Windows) or CMD-0 (Mac) and make the simulator 100% and see if it changes anything?
Thank you so much! I guess the Corona Simulator renders it oddly, because when I built it to the iOS simulator (the Xcode one) the font and my images rendered perfectly on the different devices.
With that being said, I have one more question. Is it okay building the project with a height of 320px and width of 480px (set in config.lua) for the iPhone 5 and up, as well as retina iPads? Or do I need to use a different resolution for use on both iPad and iPhone. If this question should go in a new topic I can delete this and make a new one.
Thanks!
This is a tough one to answer. Apple wants app developers to think in “points” and this is based on 320x480 content area. Android is based on dpi, and they target 160 dpi and most screens are around 2" so 320 points again. But many developers want to use a larger content area and there are good reasons for using one.
The main technical limitation is that our widget.* library is based on a 320x platform.
Rob
Hey Rob, text should definitely not be blurry. Do you have any tips on how to achieve this with the screen sizes used on a Mac OS X build of a Corona project? My question here: https://forums.coronalabs.com/topic/61004-crisp-font-at-default-widthheight-and-in-full-screen/
Thanks in advance!
Hey Rob, text should definitely not be blurry. Do you have any tips on how to achieve this with the screen sizes used on a Mac OS X build of a Corona project? My question here: https://forums.coronalabs.com/topic/61004-crisp-font-at-default-widthheight-and-in-full-screen/
Thanks in advance!