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Other What resolution is your phone?

Discussion in 'General' started by Cerberus90, 4 Feb 2013.

  1. rollo

    rollo Modder

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    depends who you want to make apps for.

    People on higher resolution phones are more likely to buy your application than somebody with a low resolution phone.

    Resolution is a decent indication of any as what the rest of the spec will look like.

    480x800 is now 2 years old ( samsung galaxy s2 had it as does the ACE)

    your making a game application you say? Unless its tower defence how many 2 year old phones are going to be able to run it at decent fps.
     
  2. docodine

    docodine killed a guy once

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    768 x 1280
     
  3. Blazza181

    Blazza181 SVM PLACENTA CASEI

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    480 x 800, Orange San Francisco.
     
  4. wiby645

    wiby645 Minimodder

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    720x1280 Sony xperia S (lt26i)
     
  5. Shirty

    Shirty W*nker! Super Moderator

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    Xperia U

    854 x 480

    3.5 inches

    280ppi
     
  6. Bhuvsta

    Bhuvsta Minimodder

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    800x1280

    Samsung Galaxy Note.
     
  7. Cerberus90

    Cerberus90 Car Spannerer

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    It's not going to be full 3D FPS or anything.

    To start with, it's going to be simple 2D in openGL.

    Most phones right back to android 2.1 should be able to run it at a minimum of 30fps from what I've seen and done so far. It's a pretty efficient SDK.


    As I've said as well, it's not only going to run on 480x800, it will run on any resolution and scale accordingly. This is just to get an idea of what sort of scale my initial sprites/textures need/should be. Obviously if I'd based around 240x320, scaling up to anything bigger than 480x800 wouldn't look great.

    I can always rescale afterwards again if I need to. Just adjust a few numbers.
     
  8. biojellywobbles

    biojellywobbles Minimodder

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    320×480 Galaxy Ace

    Still just about living with the wonders of gingerbread
     
  9. lcdguy

    lcdguy Minimodder

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    Lg Nexus 4
    768x1280
    318ppi
     
  10. Boogle

    Boogle What's a Dremel?

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    Original assets should target the highest DPI around, you can scale down but not up.

    Then it's a case of potentially different UIs for different screen sizes. Ideally you don't want to target a 'specific screen' as canonical.

    If you do want a 'one size fits all', then you make the UI work with the smallest screen size you're supporting, and provide assets for the different DPIs as neccesary.

    In short targetting a specific screen is a bad idea, regardless of platform.
     
  11. ggicollegeindia

    ggicollegeindia What's a Dremel?

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    I've iphone 4s and resolution is 960×640
     

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