Best resolution for Android?

  • #1, by fdjohnsSaturday, 05. July 2014, 22:21 6 years ago
    Hi, interested in building an adventure game for Android OS (phone and tablet). What is the best resolution strategy to use to cover the most devices? Also, how would the cursor work? Given that there is no mouse and interactions only happen when there is a touch on the screen, how should this be handled?

    Thanks,
    fdjohns

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  • #2, by SimonSSunday, 06. July 2014, 00:53 6 years ago
    Depends on your device, mobile phones are 16:9 in most cases, tablet 4:3 more often even if there are many 16:9 tablets. There is until no good solutions to that problem, because it immediately produces black bars to set on or the other aspect ratio. I believe 16:9 is the best choice, then the most popular size in that matter is 480x800 or 600x1024. Even 1280x768 would be okay, if your device is fast enough, but not much more or you'll need high-end devices.

    Best way for the cursor for now is to not add an image, so there is no visible cursor. But the interaction should behave mostly the same as for mouses.

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  • #3, by vectracocoSunday, 06. July 2014, 20:29 6 years ago
    Which of these two resolutions recommend to pc and Tablet game?

    800 x 450 (16/9)
    800 x 480

    Thanks

    Newbie

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  • #4, by SimonSSunday, 06. July 2014, 22:11 6 years ago
    If you go for PCs more, take 16:9 1024x600, more tablets 4:3 1024x768.
    800x480 is just too small for most games. If you want PC as your main platform you should go for FullHD or 1280x720, if it's too much for Android you can still scale it down.

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  • #5, by vectracocoSunday, 06. July 2014, 23:47 6 years ago
    Thank you, Simons but I do not want high resolution.

    I'd like to make a game at a resolution of approximately 800 pixels wide.
    It allows me to use endless layers of scrolling parallax and lots of animations and elements to give life to the game.

    I think that today there is a tendency to make games in high resolution. But everything is too static.

    I've been doing some testing in 800 x 450 but I need me to confirm if it is the correct ratio for what I want to do.

    Also, would you say you 800 px is too small for most games?
    I don't understand what you mean.

    why now should we make all pixelated (340 x 240) or full hd. Why no one uses intermediate resolution. What is the problem?

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  • #6, by afrlmeMonday, 07. July 2014, 02:23 6 years ago
    I don't think it really matters if you make it at a smaller resolution or in full hd. Scaling a 320x240 game up on an hd monitor is going to look a bit shitty mind! razz But probably not as bad if you were to scale it up from say 1024x768.

    I don't understand why 800px is needed for parallax scrolling or why games in hd look static... you can add parallax scrolling & life to either. If you were to make the game in HD then you would just need to make the scenes/objects/characters etc bigger than you would @ 800px or whatever.

    Typical resolutions these days is:
    640x480 (480p) - pretty low & looks blurry on hd monitors... hell doesn't look great on my laptop screen either...

    1280x720 (720p) -- decent middle ground

    1920x1080 (1080p) -- standard hd

    Anyway I suppose it all depends on the art style of your game. Pixel based games tend to use lower resolutions whereas vector/digital tends to use middle to high resolutions.

    When you export/build your game you can actually set a custom size to export it at... so you can make the game at 1920x1080 if you liked & then set a custom resolution for certain platform builds, as well as webP image conversion to reduce image size/format for mobile platforms to save space/memory.

    Imperator

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  • #7, by SimonSMonday, 07. July 2014, 10:33 6 years ago
    If you really want to go for 800x450 or 800x480, it's completely ignorable which you take, there are only 30 pixels difference, that is so little black border, that it won't matter, so it's your choice, but you should know, it looks bad on a big PC monitor. So I always say start high res and scale down if the device is too slow.

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  • #8, by vectracocoMonday, 07. July 2014, 11:21 6 years ago
    Thank you very much for your valuable answers.
    Actually I want to optimize the size of the images.
    I love that little blur of low resolution in visionaire.
    It seems to me that everything is light and soft in low resolution.
    Full Hd everything goes as very heavy and not allow too many fps.

    When I have a demo of my project, you'll understand me well what I mean.

    Thank you.

    Newbie

    19 Posts

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