

I have tried to follow (among many other) this guide: And I have achieved to make my sprite look somewhat 1:1 clear rendered at a certain screen size (game view size). Most posts use an 8-bit like pixelated game type as example, but I want the opposite, I want my sprites rendered HQ 1:1 I have googled, and read tons of forum posts, but still haven't been able to solve my problem. I want to make a game where the player sprite is rendered 1:1 pixel on every device. This time I have decided to implement only the most basic game mechanics and then focus on getting the graphic right before shaping the game play.

Hello, I have over the last two years tried to solve 2D graphic issues with no luck, and never finished any 2D projects for that reason.
Gideros pixel perfect free#
Just stretching the screen width or height ways is not a solution I'd ever be happy with though - only solutions that retained the aspect ratios of my images where I wanted to (but, as with Cut the Rope, you're then still free to stretch imagery that will work OK, like their background etc.Why is unity 2D orthographic camera and sprite rendering so difficult to get right?

I'm not saying that you can always avoid fractions, I am saying that you can limit where fractional scaling would happen with the methods I've outlined. Haven't tried Train Yard, but you certainly can center your vertically and horizontally play area within the rest of your GUI without stretching, just takes some thought. On Nom doesn't really look taller and thinner on the Acer or my daughter's Samsung either, in fact all the foreground stuff looks to be the same kind of ratio as on my iPhone and I'd expect to see everything looking a bit stretched if they were doing as you say - you'd see circles as elipses etc. So no, they're not doing the simple thing that you suggest, at least not from what I can see. What they look like they've done is stretch the background to fit but position everything else in the same relative areas so, essentially the play area retains the same dimensions regardless of the device, as do the images. On my daughter's Samsung phone he sits in a slightly different position again. On my Acer it doesn't, it's sitting higher up. On level 2 for instance on my iPhone Om Nom sits on a cardboard plinth that rests directly on the bottom of the screen.

It's a reasonable approach, absolutely, but it's not a complete approach and solely relying upon that does not give you the best possible Just tried it on by Acer 7" tablet and it's clear that they have stretched the backgrounds to accomodate a taller, thinner screen, but that's just an example of them being flexible with their design. Which is why lots of amateur devs just don't bother and just rely on scaling to get them by which, in my opinion, is only half of the solution for dealing with different ratio screens. The problem is that it takes a bit more work if you want to get your app looking nice on the widest range of devices possible. It's not about writing a new version for each resolution at all, it's about building flexibility into how you lay things out. Exactly the same sorts of principles need to be used in app development where you're dealing with multiple screens of different ratios. In web design there's something called 'responsive design' which entails producing a design that re-flows and changes automatically depending on the size of the screen the user is viewing the site on. The point is that with thought, there are always ways you can alter your interface to look right on multiple ratios. Whilst you may not be able to add extra rows to a chessboard, presumably you have some onscreen GUI that could be altered to take into account the extra space, or you could space out the board from the GUI etc. Even in letterbox I'm using the extra space as well. x1 x2 x3 etc., otherwise I allow free scaling using letterbox mode). I use scaling in Gideros but try to ensure where possible that it's clamped to multiples (you can alter scaling mode at runtime and if it's within tolerances I clamp to pixel perfect, e.g. And it's also not about discarding scaling. It's not about writing a "new version for every popular resolution" at all.
