I’ve got the regular size and @2x for iOS devices. But what is needed to cover all the Android devices? I’ve added @1.5 which works for some but still missing something. [import]uid: 14032 topic_id: 10621 reply_id: 310621[/import]
Android devices are:
Phones:
320x480
480x800
480x854
Tablets:
1024x600
1280x800
Personally I use the following:
320x480 (for iphone/itouch)
480x800 (for android phones, and stretch by 54 pixels for droids at 480x854)
1024x768 (for iPad, and downscale for android tablets at 1024x600)
I recently added xoom support which used 1280x800. I upscale some of the 1024x768 graphics as there’s not a massive difference.
You can use some of the tricks (section 3) on my page to handle the images:
http://www.base2solutions.com/walkabout/Corona%20Tips.html
Use letterbox and corona to size up the graphics but override stretch/zoom for odd shape devices like the 480x854 droid. [import]uid: 8872 topic_id: 10621 reply_id: 38641[/import]
All the regular graphics are working fine. My problem is from the sprites on the Galaxy Tab simulator. It’s using the @1.5x size sprites but they’re coming in too small.
I’m using the crawlspacelibrary which has this:
scale, suffix = display.contentScaleX, ""
if scale \< 1 then if scale \> .5 then suffix = "@1.5x" else suffix = "@2x" end end
That’s also repeated in the main.lua file.
And in the config.lua file, I have this:
imageSuffix =
{
["@2x"] = 1.8,
["@1.5x"] = 1.4,
},
Not sure what needs the tweak. The @1.5x sprites do display fine on the Droid and NexusOne simulators. [import]uid: 14032 topic_id: 10621 reply_id: 39181[/import]