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Gideros scaling
Gideros scaling












gideros scaling gideros scaling

To be honest, Gideros needs the flexibility to accommodate more granular control over scaling options. I'm sure most wouldn't pick up on it, granted, but that goes back to me bring picky. I've just downloaded your RPGplane and I can tell the imagery and fonts are slightly blurred from stretching. Plus I wouldn't want to use 2.13 sized assets on most Android setups either.

gideros scaling

and so I'd be surprised if there weren't some positional issues with assets sized for that) and would lead to larger assets than should be required. Whilst 2.13 would be possible, it's an odd one to work with (especially as we're working with what's basically 2.1333333333333 etc. Plus, oversizing assets is never the way to go, especially with mobile texture memory being limited. With Corona, if I just let it do it based on the standard 320 x 480 dimensions and scale up I could definitely see fuzziness in the images due to scaling. i tried using above code in gideros gives error bad argument 1 setscalemode. I could force 2x on the iPad and deal with the extra space left over how I wanted to. local scaling application.center application:setscalemode(scaling). In Corona you can override the logical dimensions with Lua scripting based on what device it's on, that's my point. So, is there any method for me to override the logical dimensions for different devices or the scaling amount? Obviously dealing with both platforms, I really need to find the best option for giving good results on all the main devices.Īny advice welcome If I've missed something, do tell me - there's a lot of documentation and forum posts to go through. I could then alter layouts to accommodate the extra space. For the iPad I changed the logical dimensions to 384 x 512 which then gave me 2x scaling, retaining a pixel perfect scale even when using letterbox. I had the same problem whilst testing a competitor product but, in the configuration file there (which was a Lua file) it was possible to detect the device and alter the logical dimensions. Then according to your scale mode, Gideros automaticly scales your screen according to the real resolution of your hardware. Scaling pixel perfect works well, scaling letterbox gives a fuzzy output due to the scaling amount. It's not a nice scaling ratio to the iPhone screen. On the Acer A100 I have (7" tablet, 1024 x 600) scaling pixel perfect won't scale above 320 x 480 at all. On an iPhone, everything is good as I'm using 320 x 480 for the logical dimensions.Ģ. But, here's what I'm finding from my first tests:ġ. In the properties for a project you can set the logical dimensions and scale mode. After the frustrating experience of installing Eclipse and all the Android stuff (mainly in just making sure I was downloading the right versions of everything so it all played nicely together) I've got the players installed on my devices (that's a nice feature, I like that a lot - makes it so much quicker to test on a device).Īnyway, rambling So my question is on automatic scaling. rotation and scale operations will happen relative to the set anchor point instead. Playing with Gideros for the first time today. Gideros AceSlide class creates a sliding element to switch different objects.














Gideros scaling