Re: [android-developers] Need guidance in making the game's logic supporting multiple screens.
Hi Haim,
please look into the below problem .I think you have some solution for this problem.
Thanks,
Jyoti
-- On Sun, Jul 25, 2010 at 1:28 PM, Kakyoin <lgmcben@gmail.com> wrote:
Hi.
I've read the article "Supporting Multiple Screen" on Android
developers site. But that doesn't apply to game logic.
Let me get straight to the point. My situation is as follows:
- I'm creating a game using LunarLander code as a base.
- In my game, there'll be an object flying up from the bottom of the
screen. The object will fly in projectile motion.
- I set the starting velocity, gravity and angle so that the highest
point(of projectile motion) is almost at the top of the screen.
- The screen tested is Motorola Milestone. (480x854 resolution)
Meaning the object travels around 854 pixels vertically.
--- Problem ---
When I test the game on small device (Android Dev Phone 1/G1) which is
320x480.(has only 480 pixels vertical) The object fly out of the
screen because it is set to travel for 854 pixels.
I'm thinking of adjusting starting velocity based on screensizes. But
that sounds unreliable when we've so many devices/resolutions out
there.
How do you combat these kind of problem when making games?
Thank you in advance!
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