Ruimm
Member
Hi all!
I'm making a game that will be available for iOS and Android but I'm not sure how to deal with textures for the different device resolutions.
The game will not have pixelated graphics so I need a solution that will scale correctly.
In the past, using other engines, I had different versions of my textures scaled for different resolutions and, during runtime, I would load the correct one based on the window size.
Should I do the same in GM? Have different sprites for different resolutions and then switch to the correct one during runtime?
Will this be worth it? Will this make all the different sprites load into memory?
Any other ideas?
Thanks!!
I'm making a game that will be available for iOS and Android but I'm not sure how to deal with textures for the different device resolutions.
The game will not have pixelated graphics so I need a solution that will scale correctly.
In the past, using other engines, I had different versions of my textures scaled for different resolutions and, during runtime, I would load the correct one based on the window size.
Should I do the same in GM? Have different sprites for different resolutions and then switch to the correct one during runtime?
Will this be worth it? Will this make all the different sprites load into memory?
Any other ideas?
Thanks!!