For instance, the Motorola Droid is as wide as the G1, but has more height.
Should I try to spread the UI out across the extra height found on the Motorola Droid? How do others handle this problem?
I'm not using OpenGL, but a SurfaceView for a 2D game.
Answer
Be aware of density independence (basically resolution) as described here: http://developer.android.com/guide/practices/screens_support.html
And as related to aspect ratio, pick your minimal target aspect ratio and design within it as sort of a safe frame. When confrontend with wider aspect ratio, show more of the game which is not critical to gameplay. I have posted a similar question here and described what I'd do: How do you approach resolution independence in raster based graphics content?
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