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I'm coping with a huge problem at the moment, concerning screen resolution. As i'm a college student the only tools i have for developing the game i'm making is open source software and a laptop running windows with a 1366x768 resolution.

I recently found out that it's best to develop your game on a 1920x1080 resolution since it's common.

Now wondering if there is some sort of workaround since i dont have acces to a screen that has that resolution or higher and my sprites will probably blurr when displayed on such resolution.

  • Yes, a raster-based sprite which is going to be stretched in order to appear the same size proportionally to the pixel dimensions of the viewport (i.e. 1024x768; 1920x1080 etc) will "blur" or look less good. The solution is to provide multiple versions of all assets. This question, and others I think you posted similar to it may be better served at the gamedev.stackexchange.com I am certain this is a duplicate of something there, so try the search feature before posting. – horatio May 21 '14 at 21:55
  • Note that normally, games are developed to support a wide range of screen aspects and pixel dimensions, not just a single target. It takes a little time, but dig around for a good design pattern before you fully commit. – horatio May 21 '14 at 21:57
  • Welcome to GD. Im sort-of lost in what your question is at the moment. Are you asking for monitor suggestions, veridication on what resolutions to design for, or how to generate a work envirnmonet. If you can edit your question if a little bit more information on what your question is we can help you out. – DᴀʀᴛʜVᴀᴅᴇʀ May 22 '14 at 1:02
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The resolution of your screen has nothing to do with the size of images you can create.

I can create a 1200x1600 image on a 600x800 screen. It just means I'll have to do some zooming and panning and scrolling to see it at actual size.

UPDATE:

It would help to understand how you plan on accommodating different screens. Assuming you want to make a full-screen game, there are a few scenarios you could consider:

  • Design your imagery at a specific size, then stretch-to-fit.

    • Pros: One set of assets. One 'playing field'. If you design them fairly large to begin with, they should render fairly well even when stretched.
    • Cons: You need to account for aspect ratio differences (perhaps letterbox as needed). Shrinking down too far or up too far could produce a reduction in quality that is unsatisfactory.
  • Design your imagery at a specific size, but then crop/expand the playing field rather than stretching.

    • Pros: Assets are shown at 'actual size'. There is no aspect ratio issues.
    • Cons: Depending on the design game, this may or may not work.
  • Design to specific screen resolutions.

    • Pros: It will look 'perfect' on each screen you design for.
    • Cons: It may require creating several versions of each asset.
  • Build the game using vector-based assets.

    • Pros: Vectors can scale up and down without a loss in quality.
    • Cons: Not all platforms/gaming dev platforms support them.
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  • I dont think you understand what is being asked... – user24028 May 21 '14 at 21:00
  • @user24028 then you need to clarify your question. – DA01 May 21 '14 at 21:02
  • it's not about the image size , it's about the resolution. i honestly think you lack the knowledge to help me out here. – user24028 May 21 '14 at 21:07
  • @user24028 feel free to ask your question elsewhere. If you want an answer here, then you need to actually clarify what you are asking. FYI--image size and resolution are meaningless without context. Give us the context, and we can try and give you a better answer. – DA01 May 21 '14 at 21:09
  • As you know , a screen set on 1980x1080 will display a 200x200 image different from a 1366x768 set screen. The image will probably suffer a lack of quality and proportion changes. – user24028 May 21 '14 at 21:16

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