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Thread: How to design pixel-perfect graphics and UI layouts on Android devices?

  1. #11
    Many developers nowadays, including the market leaders, are using vector graphics, usually SVG files to get the best scaling effect. But in your case it will be not possible, because pixel art style does not match with vector graphics.
    So it lets to you just two possibilities: create several versions of your graphics, increasing your development costs, or focus in just one resolution and accept the low quality of scaling.
    Maybe focus in the low standard (480x320) can be a good idea, because pixel art style does not looks so bad scaling up.
    But I'm sorry to say that this layout will be too small for small devices. You should seriously think about make the game fit almost the entire screen and overlap the touch controls.
    Last edited by Rodrigo Robles; 18-05-2013 at 03:28 PM.

  2. #12
    Co-Founder / PGD Elder WILL's Avatar
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    Overlapping for our game causes more problems than it would solve.

    Ex. should the player run under the left d-pad that is covering part of the left portion of the map, you would have to look under your thumb to see where you put your player. A situation that would not be wise should you encounter an enemy robot or rival player.

    So overlapping is highly undesired from a designer's point of view. More UX chaos that should be avoided.

    However, in an effort to not hand hold and allow for great flexibility, I suppose there is the option of creating default layouts based on scaled values and allowing users to pick from and customize UI element positions within the game somewhat like how OpenGL treats textures. 0,0 is the left,top corner while 1,1 is the right,bottom corner.

    Providing enough layouts per each screen width:height ratio should allow the players to get a better UI layout depending on their various device screen dimensions. The only thing we can't control is if they have something weird like a 1:1 sized device that is really small and impractical to play a game like Subject 33 on it.

    (Not our fault if you by a crappy/rediculus device! That's why we are releasing a free-to-try demo! amiright? )
    Jason McMillen
    Pascal Game Development
    Co-Founder





  3. #13
    idea: put hi-res graphics (or low res in this case) into the package and then scale them with image library (imagemagick?) at first launch, save for later. or if it's fast do it every time game starts

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