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Originally Posted by
crunc
Ah! I wasn't asking for it to stretch to fill, I want it to be designed for the aspect ratio of the screen. I.e. optimized for both, not just the iPhone. However, that's a minor issue. I'm just glad to hear that there's an option to turn on autorotate! It's odd that this isn't the default, but I'll live. Thanks!
Yeah, unfortunately a large number of the assets are fixed size paintings that would be very difficult to recreate to fit the iPad screen precisely. I'd have to hire someone to do it and this isn't a big budget game.
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EDIT: could you explain what the different filtering options do? I tried a few, but it's a pain switching between them as you have to relaunch. I couldn't figure out what "Half Scale" does in particular. It looks the same as no filtering, but I'm not sure.
No filtering, half scale, and scale down are mostly the same - not entirely though. No filter asks iOS for a 1024x768 screen, half scale asks for half of that and scale down asks for a 240x160 screen (the game's native res). They look a little different due to the way iOS handles those things, but essentially they're very similar, just some draw less pixels and therefore you'll get a very high framerate with those, especially Scale down.
Linear filter uses OpenGLs MAG filter set to LINEAR to upscale the image. This IMO is not really pretty but some people like it.
Scale2x was a good idea in theory, but it ends up not working very well with this game in particular.
scale2x is a special type of filter for pixel art type games, similar to 2xSaI or hq2x but it's a lot simpler so it can be implemented in a shader. I was kind of disappointed with the way it look in this particular game, but left the option there anyway.