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Resolution for assets on Android
Hi all. I realize that there's lots of questions already asked about resolutions on Android, and I've perused a lot of them. What I've come up with so far is that you need to use a percent based layout and then scale based on those percentages. My question comes in a more artistic sense. I get that the smallest resolution is 240x320 as seen here.
Anyway, my question is what resolution do you build assets for? Do you create for the smallest and scale up (which sounds like a bad idea, but I have no experience), or create for a middle size and scale both up and down? I get how placement of assets works, but what's the resolution that you initially build for?
And let's say that it's 400x800, just for sake of argument. Do you create a 400x800 photoshop doc, create the art and place it in there with everything fitting together like a hand in a glove, then break it apart for use in the game? I'm sorry if this has been covered, but when I look through the results for "android gui resolution" it's just a bunch of questions about scaling the GUI. I want to know what resolution you should create the art at in the first place.
Thanks!
I guess the TL;DR addendum to this question is: "What is the biggest screen resolution I should plan for?"
That way I can build an initial GUI in Photoshop at that resolution where everything fits together perfectly and just scale tuff down from there.
Answer by Cool Dave · Oct 07, 2012 at 03:18 AM
I would probably go with a res that won't look too bad on tablets and newer phones, but you of course don't want massive images. I would start with a common res, like the one the s3 and razr HD use, 1280 * 720. That's just my personal favorite.
Thanks Dave! Do you build resolutions to fit together perfectly at that resolution, or do you leave some "wiggle room" between assets still?
I'm not sure what would be right, but it might be smart to make bleeds on the sides. Or you can just make one GUI image and then make hot spots or transparent buttons on top.
Dave -- hmm, is there really a problem with "massive" images? Why?
If the resulting app is quite large - so what? I've never seen any problem with people buying apps that happen to have large sizes. $$anonymous$$any of the most famous top selling apps are huge downloads - nobody cares.
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