

In a perfect world, every device would be an exact multiple of the base resolution (480 x 320). Scale Modes - What to do with the extra space? Note: When you import your graphics (at 4x - the default), Stencyl will automatically generate a set of 1x, 1.5, 2x, 3x graphics to use on lower-resolution devices.
STENCYL 3.1 ANDROID
If your base resolution is 480 x 320, then quadruple that is 1920 x 1280, which will accomodate recent iPads and Android flagships. In contrast, you'll want to draw your graphics as large as you can. The scaling happens automatically at runtime depending on the device used to play the game, so for example, it would run at 1x scale on the original iPhone, at 2x scale on an iPhone 4 and at 4x scale on an iPad Air.ĭraw and import your graphics at 4x resolution. This means that, if your game was designed to be a 480 x 320 game (to fit the original iPhone), the game size is 480 x 320. Regardless of what the game is targeted towards, you'll be designing your game at a standard (1x) resolution.

Two Key Principles Design the game at 1x (Standard) resolution. Higher-resolution graphics are necessary to keep a game looking crisp. Today's flagships are up to 1920 x 1080 or even higher. The original iPhone sported a 480 x 320 resolution. Use higher resolution graphics on higher resolution screens.

Resize the game to fill/fit each device's screen. To make a game fit each device's screen, we need to do two things: How do you make your app look good on each device in a consistent and satisfactory way? The Approach With each new generation comes different screen sizes to support. Every year, many new mobile devices get introduced with flagship devices from Apple, Google and Samsung getting refreshed annually.
