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I can confirm this, at least for games. For the last game I made, I had to have all assets in 4 sizes, which makes it look nice in all resolutions ranging from
by babuskov 12y ago
I can confirm this, at least for games. For the last game I made, I had to have all assets in 4 sizes, which makes it look nice in all resolutions ranging from 800x450 to Nexus10 2560x1600. I maintain the aspect ratio and have background that is larger (both wider and taller) than "playing field", so that I can fill up that space on devices with different aspect ratio. What article fails to mention that all Android devices have aspect ratio between 4:3 and 16:9, and you should design around that.
The background image looks like this (not my game):
http://blog.gemserk.com/wp-content/uploads/2013/01/mainmenu-areas-example2-300x210.png http://blog.gemserk.com/wp-content/uploads/2013/01/mainmenu-...
the area inside red rectangle is guaranteed to be shown on all devices, and area outside that is the filler.
Now, to make sure your "action area":
- uses device native resolution for crisp image and
- is not too small
...you have to have all the assets in different sizes. I found that having 4 different sizes does this nicely:
1. targeting 800x450 action area
2. targeting 1280x720
3. targeting 1920x1080
4. targeting 2560x1440
Now, you could pick different boundaries, but a lot of devices use 800, 1280 or 1920 as their base width.
The only drawback to this is that some tablets with 1024px width would have a lot of filler area because they would use 800x450 assets. So, having:
5. targeting 1024x576
would make it complete. But I'm not sure there are many 1024px devices out there, so I skipped that one.