Timeline for Regarding sprite design and resolution for tablets and phones
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 14, 2012 at 5:23 | answer | added | Manuel | timeline score: 1 | |
| Sep 13, 2012 at 22:03 | review | First posts | |||
| Sep 26, 2012 at 18:50 | |||||
| Aug 30, 2012 at 18:49 | vote | accept | Dimitris P. | ||
| Aug 29, 2012 at 15:00 | history | tweeted | twitter.com/#!/StackGameDev/status/240826295649439744 | ||
| Aug 29, 2012 at 13:59 | answer | added | user827992 | timeline score: 3 | |
| Aug 29, 2012 at 13:47 | comment | added | Dimitris P. | @Aron_dc Yes, I think this is what I'm going to do. Make a set for tablets and a set for the most used phone resolution and scale those up and down to cover the other screen resolutions with small losses in quality :) | |
| Aug 29, 2012 at 13:44 | comment | added | Aron_dc | I never did something for android but why dont you use vector graphics? They scale nicely to every screen size you want to. If that isn't an option maybe you should provide the graphics in 2 sizes (for phones and for tablets) | |
| Aug 29, 2012 at 13:29 | comment | added | VinceFR | There is no standard approach about that, it depends on your graphics!with the first approach you know that you will get awfull sprite on large screen, and the second approach is not a warranty of a nice sprite in low-def | |
| Aug 29, 2012 at 13:19 | history | asked | Dimitris P. | CC BY-SA 3.0 |