I think he's talking about textures looking bad scaled up, there's not
a lot you can do about that other than use higher quality source
material

On Nov 2, 7:36 am, Mark Murphy <[email protected]> wrote:
> 2010/11/1 limtc <[email protected]>:
>
> > On 11月2日, 上午2时14分, Mark Murphy <[email protected]> wrote:
>
> >> That is a mistake. You should not be creating resources tied to a
> >> specific resolution. Your app will "looks suck" on any device for
> >> which you have not created such resources. Since Android runs on a
> >> wide range of resolutions -- and more every passing quarter -- you
> >> will be perpetually designing fresh resources.
>
> > When writing a game, you should be creating resources for a particular
> > screen size (or resolution). You can't create a game for a 1024x600
> > screen using sprites from 800x480 screen.
>
> Sure you can.
>
> Step #1: Find a game for the desktop that runs in a window
>
> Step #2: Size the window for 1024x600, and play the game
>
> Step #3: Size the window for 800x480, and play the game
>
> Is it *harder* to write a game that supports resizeable windows?
> Probably. Some game developers skip that, electing instead to force
> one or two resolutions. However, you don't really have that choice in
> Android. Hence, find the techniques that people use to support
> resizeable windows, or browsers, with games, and apply those
> techniques to your Android game.
>
> --
> Mark Murphy (a Commons 
> Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy
>
> Android 2.2 Programming Books:http://commonsware.com/books

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