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1  Java Game APIs & Engines / J2ME / Displaysize Madness on: 2007-03-20 01:28:14
First, I'd like to intoduce me to the board, so Hi everone!  Smiley
I've been reading a while here and its always been very interesting.

Well, currenly I am writing a little j2ME game, it will be kinda like Tetris, with some extra feature like bombs and stuff like that. Right now I've done a little bit coding on the project so far, but I'm still working on the overall concept.  While I have the gameplay pretty much planned out, I figuered out that the various types of displays seems to be a problem.
I heavely rely on images & sprites, so my first approach was to find out the common displaysizes, then scale the images and the game accordantly, and provide a seperate *.jar-file for each type of display.  That way, the game would always fit the current phone and look good.

But doing some research on nokia.com I found they use 128x128, 128x160, 176x208, 208x208, 240x320, 320x240 and 352x416 displays for their cell phones.. and thats just the nokia ones. So, to support all Nokia phones, I would have to create 7 different versions of the same application, scaling all images and adjusting the positions. That kinda seems like a lot of work to me, especially if there are even more types of displays out there, so I start to wonder if this really is the *right* approach.

Is there a better way to handle this? Maybe create the game small, and then just centering it on big screens? But I guess that wouldnt look that good... so what do YOU guys do?


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Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
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