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 -- 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

