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 <[email protected]> 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! > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to [email protected] > To unsubscribe from this group, send email to > [email protected]<android-developers%[email protected]> > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

