2010/11/1 limtc <thyech...@gmail.com>:
> On 11月2日, 上午2时14分, Mark Murphy <mmur...@commonsware.com> wrote:
>
>> That is a mistake. You should not be creating resources tied to a
>> specific resolution. Your app will "looks suck" on any device for
>> which you have not created such resources. Since Android runs on a
>> wide range of resolutions -- and more every passing quarter -- you
>> will be perpetually designing fresh resources.
>
> When writing a game, you should be creating resources for a particular
> screen size (or resolution). You can't create a game for a 1024x600
> screen using sprites from 800x480 screen.

Sure you can.

Step #1: Find a game for the desktop that runs in a window

Step #2: Size the window for 1024x600, and play the game

Step #3: Size the window for 800x480, and play the game

Is it *harder* to write a game that supports resizeable windows?
Probably. Some game developers skip that, electing instead to force
one or two resolutions. However, you don't really have that choice in
Android. Hence, find the techniques that people use to support
resizeable windows, or browsers, with games, and apply those
techniques to your Android game.

-- 
Mark Murphy (a Commons Guy)
http://commonsware.com | http://github.com/commonsguy
http://commonsware.com/blog | http://twitter.com/commonsguy

Android 2.2 Programming Books: http://commonsware.com/books

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