I just noticed 2 bugs in my game…
I want to deploy it to different phones / tablets with different screen sizes and resolutions.
I am using GameWindow and a GameScene which is set to 320*480 (my game is designed to have the phone / tablet held long side up). My content displays correctly in the GameScene, however my game map is bigger than the GameScene and I just realised that the content goes over the edges of the GameScene and fills the entire GameWindow. This is a problem because you will see more of the game area on different devices.
I believed that using the GameWindow / GameScene setup, any content I put in the GameScene would only be displayed if it was within the boundaries of the GameScene.
Am I now correct to say that content that goes outside the boundaries of the GameScene will actually be shown? I believe the solution for me is to place content (for example 4 rectangles, one for each side) outside and around the GameScene with a high Z order, that will hide any GameScene content that goes outside it’s boundaries. Is this the correct approach or have I misunderstood how it works?
I am using TexturePacker and TexturePackerAnimatedSpriteVPlay to display my sprites. This appears to work correctly when I test on my computer and always displays the highest resolution sprites. When I test on my phone however, it selects the medium resolution sprites – although my phone is capable of displaying the highest resolution. I have tested it by putting the highest resolution sprites in each of the folders and found my phone displays these sprites without problem. I have also tested this on a Samsung tablet and have found the same problem – it automatically selects the medium resolution sprites, not the high resolution ones.
The folders where my sprites are stored are called +hd and +hd2.
Can you advise where I might be going wrong, or how it decides which folder to use for the resolution?