Closed GoogleCodeExporter closed 8 years ago
or have it selectable.
For huawei 8110 (I think 240x320) the map is 11x11 tiles (if I'm correct) but I
have the feeling that everything is scaled down (at least text is somewhat
blurry)
It's ok for me, but a choice whether or not to scale (or even choose scale)
would be nice.
Original comment by surrano
on 8 Dec 2010 at 12:18
Does this require bigger tiles or are we within the limits that simply blowing
up the ones in the game now will work and still look good?
Original comment by sdeva...@gmail.com
on 9 Feb 2011 at 11:00
At the moment, the game reshapes the draw area to fit the current resolution of
the phone. I like the fact that it does this, because it allows you to play in
landscape mode by rotating the phone, allowing you to see further to the left
or right.
Perhaps people should just have the option to double the sprite size for high
resolution devices.
Original comment by steve.st...@googlemail.com
on 10 Feb 2011 at 12:26
I also like it if this was configurable. But the default should be that
displaying on a tablet should look the same as on a smaller device. This could
introduce an advantage to players playing on tablet devices compared to players
on smaller devices, and that's also something worth considering if we allow
configuration of this.
There is one issue about resizing the tiles that I haven't been able to figure
out an elegant solution for. Android has built-in support for resizing images
in apps to a size that is suitable for the device it is being run on. This
automatic resizing is done by dithering, to make the images look much better
when scaled up. The problem though is that the dithering is done on the whole
image, which is a problem for our tileset images. The effect is that some tiles
bleed into other tiles, making them look really bad when scaled up by dithering.
The solution would probably be to scale the tiles ourselves, or find some way
to disable the dithering when using automatic scaling.
In my opinion, this is a high priority issue since the market currently points
towards a lot more Android tablets, and we should make the game as accessible
as possible t a wide audience.
Original comment by oskar.wi...@gmail.com
on 10 Feb 2011 at 7:03
I think you might be overstating the advantage of being able to see further on
a high resolution device. I don't think it is such a big deal.
While I'm not familiar with Android programming, would this help?
http://stackoverflow.com/questions/2703244/android-programming-screen-resolution
Also,
I'm not sure how you render your sprites, but surely it is possible to resize
them before drawing them to your surface?
Original comment by steve.st...@googlemail.com
on 10 Feb 2011 at 8:07
Original comment by oskar.wi...@gmail.com
on 24 Feb 2011 at 10:04
I have modified the scaling code to better take the device DPI into effect.
We scale all tiles during the "loading resources"-screen. Previously, we
rescaled all tiles to a measured suggested pixel width depending on the
automatic device scaling of images.
Now, we have two scaling methods available. The first, pre-scaling during
"loading resources" is now done according to the device DPI. This scaling will
use dithering to make the tiles look good even when scaled up. This scaling
will never change during the lifetime of the application, since the device
density most likely will not change during the aplication lifetime. Therefore,
we can do this expensive scaling on startup.
Secondly, I have introduced a preference setting to allow the player to scale
up the tiles additionally, if the device DPI does not completely satisfy the
scaling needs. This could be the case, for example, on a device with large
resolution (1024x600) but low dpi (160), where the pre-scaling would not
sufficiently scale the tiles. With this setting, the player can scale all tiles
when they are drawn instead. Since this scaling is done on the fly when
drawing, it must be super-quick and not use any fancy methods such as
dithering. Therefore, the scaling done by the preference setting will look kind
of pixel:y and blocky.
I am marking this issue as ready for the next release.
I hope this will work out well for the players using tablets!
Original comment by oskar.wi...@gmail.com
on 9 Mar 2011 at 7:36
I should also add that we will now support all displays on any type of device,
including future device sizes that are not yet specified. The game will now
scale automatically to them.
Original comment by oskar.wi...@gmail.com
on 9 Mar 2011 at 7:40
Released in v0.6.9 . Closing.
Original comment by oskar.wi...@gmail.com
on 29 Jun 2011 at 7:49
Original issue reported on code.google.com by
oskar.wi...@gmail.com
on 1 Dec 2010 at 7:09