|
|
|
|
|
by sosuke
5506 days ago
|
|
I've been kicking around the idea of rewriting some of my apps for Android and the resolution differences has always been a big worry of mine. As another commenter pointed out you did allude to the Android UI being more like a scalable interface you don't always have control over but sometimes we still have to use pixel perfect designs, even on the web. For using the standard UI elements it makes sense to fit in with a scalable design but I've thought at length about games and how that would work across different resolutions without being able to rely on using high and low res graphics. iOS gives me a lot of crutches to just know what systems I have to support and the shear variety of screens and systems gives me a lot of pause for the layout or number of versions I'll have to package up. Honestly I should be researching this myself, I just got excited when the topic came up in your article and was sad to see that it didn't answer my every question I've been mulling over for some months now. It was my expectations what were unreasonable and not your articles content. |
|
I am not sure how it helps to game developers but it is pretty concise guide for general app development.
We have gone through the screen size adjustments and minor incompatibilites across versions when porting to Galaxy Tab (I have summarized the experience in the blog: http://touchqode.com/blog/008_developing_for_galaxy_tab.htm ) and then when Honeycomb came out.
But more often than not it is our hackiness or vendor fancy tweaks that cause problems rather than the android itself.