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Gideros scaling
Gideros scaling






  1. Gideros scaling install#
  2. Gideros scaling update#
  3. Gideros scaling full#

I really think that this would a really good feature for Construct 2 to add as it is currently the best/only way to make sure you graphics look good across a range of devices (short of using vector graphics). Auto scaling objects is really easy with Gideros mobile so all your graphics can be scaled to the native screen of the device, which is most useful when you. If you design your graphics as vectors, then exporting different sets of assets is no issue at all :)

Gideros scaling update#

The other bonus is that if you decide to update your apps in the future ( as resolutions get higher ) you can just upload higher resolution graphics with a (for example) - suffix and the engine will take care of the rest ( only use those graphics if the device is a very high definition TV or tablet ). Trying to run a game designed for 1920x1080 on a 480x320 Android device might not be optimal as far as speed goes and neither would the opposite, as the graphics would look very blurry/pixelated. When you press 'Start' in Gideros Studio, your. Cross-platform: Apart from supporting multiple platforms, Gideros also provides automatic screen scaling and automatic selection of proper image resolution. You can then control this app from Gideros Studio running on your PC or Mac (the device and your PC/Mac must be on the same LAN). This is a special app which you side load onto the device.

Gideros scaling install#

So, having at least 2 sets of assets - one SD and one HD would definitely be the way to go. The first is to install a 'Gideros Player' for the device (iPhone/iPad, Android device or Windows Phone). 5: Basic manipulation: translation, rotation, scaling, 6: Editing bodies. Paperback Book (Book with soft cover and glued back) Gideros Mobile Game Development by Arturs Sosins. Then according to your scale mode, Gideros automaticly scales your screen according to the real resolution of your hardware.

Gideros scaling full#

application:setScaleMode( letterbox ) -proper full screen scaling for. scale down the size and positions of the objects in the box2d world (e.g., by 1/10) when you use body:getPosition() to get the position of a body, scale the position back up (e.g. You wouldn't necessarily worry about creating 1.2, 1.5, 1.7x assets etc, but you should definitely worry about loading low res graphics on low powered/lo-res devices and loading hi-res assets on high powered/hi-res devices. NAPE, PyBox2D, Cocos2d-HTML5, Flash (partial only), Gideros, Cocos2d-x v3. For example, if you determine your logical resolution as 320x480, your upper left corner will be (0, 0), your lower right corner will be (319, 479) and the center coordinate of your screen will be (160, 240). Then we put these classes into their own files and Gideros will load them. Most of the top SDK's handle loading assets this way - Corona/Gideros/Stencyl, even Gamesalad as a resolution independence feature that allows you to load HD assets. Don't get me wrong, I absolutely love construct, but I really think this is a very important missing feature.

gideros scaling

That's actually the standard way of dealing with different ratios and pixel densities. (I pasted this from the other topic I posted in - /forum/topic83270.html)








Gideros scaling