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Known Participant
February 29, 2012
Question

Monitor resolution

  • February 29, 2012
  • 1 reply
  • 930 views

I was creating my game at stage size of 320x480 and everything was fine, but then it's become obvious that I should probably develop it at a stage size of 640x960, the problem is the resulting swf, is longer than my screen (my res was 1280x800) so that's had me messing around with my resolutions, I can get it up to 1680x1050, but I was wondering what's the best monitor resolution for developing for the iphone/ipad?

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1 reply

Participating Frequently
February 29, 2012

For iPad you should develop at 1024x768. You have two options for iPhone as you have found out, 320x480 or 640x960. If you are finding that your screen is too small to develop at 640x960, you could create art for the higher screen size and then scale it down by 50% within flash, allowing you to run your app at 320x480. When the screen then scales up for retina display (iPhone 4), the art won't be stretched because it has been made at 'double' size.

Known Participant
February 29, 2012

When you say scaled down without flash, do you mean literally use the scaling tool, and physically shrink the assets down to 50% of their original size, or do you mean just set it all in code with scaleY = scaleX = .5? and when you say scales up for retina display, is this done automatically, or do I need to detect the retina display and then set my scaleY = scaleX back to 1 again? and when it's on the retina display do I need to re-publish with the .fla stage width/height set back to 640x960? or can you just keep it 3240x480 anyway?

what about fonts as well? I've seen it suggested that you should convert fonts to bitmaps on the fly, so with that I would have to detect the stage size and convert to the correct size, or is converting text to bitmaps not really needed?

Participating Frequently
March 3, 2012

Sorry, what I meant about the scalling assets was to set the scaleY/scaleX to 0.5 OR to scale them with the scale tool on the stage.

The stage will automatically scale in size to fit your device by default, although you can control this with the StageScaleMode class.

So essentially, you can set your stage with and height to 320x480 and create 'double-sized' artwork. Scale it within actionscript (or physically on the stage) so that it is half size. Then when you run your app at retina display, the stage will scale up to twice the size to fill the screen, but your art will not be stretched because you have already created it at the higher size.

The fonts I'm not so sure about...if you are using the system font (_sans) then you won't have to worry. I have tended to convert my fonts to bitmaps rather than embedding them as I have found embedded fonts to give inconsistent results.

Hope that made sense.

-Tim