Zoomstretch Scaling Consequences

Hello there,

I am developing a 2d action game for android and I am using “zoomStretch” scaling method. Since as we all know that there are thousands of different screen sizes for different android devices, I assumed that this scaling method is the best, because I don’t like the appearing empty black areas when letterbox is used. There is my config.lua atm:

application =
{
content =
{
height = 640,
width = 480,
scale = “zoomStretch”,
fps = 60
}
}

I wonder would there be deadly consequences of my choice other then the bad scaling of my images? For example, I use these lines for my background image to repeat itself to have a “going up”(rising) effect of the player. Bg1, bg2 variables are the background images which have 640x480 resolutions. This system works on my device which has a resolution of 1280*768 without any problem! I wonder is it going to work in all other devices w/o any problem. What I mean by working is that, these two images slides down with 3px speed, when one of them is totally out of the screen it goes the above the screen then continues to slide down. By the way for both of these variable are setReferencePoint with BottomCenterReference.

if(bg1.y >= 480*2) then
bg1.y = 0
end

if(bg2.y >= 480*2) then
bg2.y = 0
end

bg2:translate(0,3)
bg1:translate(0,3)

Considering this situation also, my program works in a 2.3.4 android version device but it doesn’t work in a 2.3.3 android version device( samsung galaxy gio). Also it doesn’t work in a 2.3.6 version device, but works in all of the android devices which has a version > 4. Do you think these are all about the screen scaling?

Thank you [import]uid: 170210 topic_id: 30426 reply_id: 330426[/import]