I didn't like the result of using letterbox, because it gets fine for some resolutions but let horizontal / vertical bars in others. My concerns now are: background image size and distortion and effective area where to put objects in screen.ġ - Regarding background image and distortion. And it is working like a Thanks for sharing the snippet for testing the APPLICATION_RESIZE event. Regarding absolute positioning of the objects, I'm following the recommendations in 's tutorial. I edited it to show data only for smartphones and tablets in the period between December 2018 to January 2020. I used the statistics from this site to check the most used screen resolutions. Thank you all for sharing your point of Thanks for the heads up. Please share your magic tricks to efficiently handle this mess of screen resolutions. I also though in having some 5 or 8 base resolutions, don't take advantage of Gideros support for image automatic resolution and manually handle scaling, but it also doesn't sound as the correct approach. It clearly states that My solution indeed is more a hassle than a real solution. Joining all 16:9 resolutions, we have all these resolutions:ġ080x1920 -> -> all 4:3 resolutions, we have all these resolutions:Ģ048x2732 -> it won't solve other groups os rations (3:2, 5:3, and others). One for screens whose resolution is 16:9 and other for screens whose resolution ration is 4:3. PICO-8 would make a great game jam environment because it's fast and focused.So it seems to me that I have to generate at least 2 versions of the game. I definitely recommend it for beginners looking to tinker with games, for kids looking to learn, and for developer veterans looking for a design and coding challenge or diversion. It was easy to get into, quick to develop for, and fun. I did a "demake" of a card game I'm working on, and it was surprising how far I was able to get in a relatively short amount of time. Overall, though, I found PICO-8 a blast to work with. You also don't get access to the mouse (although there is apparently a hack that enables this), and only have arrow keys and two action buttons as input, which might scuttle the particular game you have in mind. I personally found it really fun to try to work within those constraints, but there are certain things that would be hard to manage. The palette and resolution restrictions can make for tough design problems at times. It's generally a good idea to tailor your game to the environment it's aimed at. There are apparently tricks you can use to get around this, like "swapping cartridges", but if you get into that realm, you may be better off moving to a different environment. And the game you have in mind may simply not fit in that size. I found I had to bring to bear some of my programming experience to pare down my code, so a beginner might have trouble running into that ceiling quickly. You're extremely limited in your total memory. PICO-8's Lua does not expose a lot of functionality, and it has a few oddities (for instance, the domain of trig functions is in neither degrees nor radians, but a zero-to-one scalar), but it was still quite approachable. #Gideros get rid of ios appletv code#I'd recommend using the "folder" command to reveal the source directory, and then using a "real" text editor to do your code writing. It's a pain to use their built-in code editor for anything more than an extremely simple project. In a lot of ways, it's the equivalent of "BASIC" from days of yore, and the PICO-8 environment is bare bones enough that there's very little you have to do in order to get something playable on the screen. Lua is a very easy language to learn and get started with. I got it specifically to help my kids get into game development, but it was fun for me, too. I think PICO-8 is a great little starting environment, because it gives you everything you need and eliminates a lot of cruft.
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