• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
sheep19

[android 2.2] UI is different on emulator than on a device

6 posts in this topic

I have started android development recently. Today I made a simple UI menu with some buttons and a text label.

However on the emulator is a bit different than on an actual android device (HTC Desire HD). To be specific, the buttons on the mobile device appear a bit more upwards than on the emulator.
Why is that? Is that expected from the emulator or does this imply that my UI will be different (from the current tested phone) on other phones?

[i]I have used dp for the positions for the buttons and sp for their text size like[/i] [i]suggested on android developer website.[/i]
0

Share this post


Link to post
Share on other sites
The manufacturers are able to customize the system for their device. Many of them will swap out system buttons, the system keyboard, and other elements.
0

Share this post


Link to post
Share on other sites
How did you configure your emulator? Quick googling suggested an optimal configuration for Desire HD (below). Did you use those?

http://stackoverflow.com/questions/6149748/htc-desire-hd-android-sdk

http://stackoverflow.com/questions/5703124/the-correct-eclipse-android-device-configuration-for-htc-desire
0

Share this post


Link to post
Share on other sites
Thank you for your answers.

I read an article on android developers website. It stated that I should use [b]dp[/b] and [b]sp [/b]so that UI will look the same on all devices with different screens. That's what I did, and here's the result:
[b]
Left side: HTC Desire HD
Right side: HTC Wildfire[/b]

[img]http://i44.tinypic.com/11sidk3.jpg[/img]

Why is that?
0

Share this post


Link to post
Share on other sites
You are working with the system in a "Please do the layout for me" mode. This is great for text-based stuff that uses minimal graphics.

Consider that the two have physically different screen ratios.

One is 800x480, or 5:3.
One is 320x240, or 4:3.

The platform is really good at scaling, stretching, and otherwise manipulating the screen to fit various devices.

If you have text it will make the text big enough to read on the huge tablets, or small enough to fit on the small phones. It will keep it centered and give a generally pleasant layout across a huge variety of devices.

That is great for anything that mostly uses text, or has minimal use of pixel-perfect graphics. It will work great for simple line drawings and graphs and other general use graphics.



But many games want pixel-perfect alignment. Resizing, scaling, and otherwise manipulating layout in such games can be detrimental.

Many games will tweak their UI code to specifically support the more common screen ratios of 4:3, 5:3, 16:9, and 16:10. They will also often normalize their view rectangle so it exists from 0.0 to 1.0, or from -1.0 to 1.0, so that it accommodates large and small displays, and can be easily extended to new form factors.
1

Share this post


Link to post
Share on other sites
[quote name='sheep19' timestamp='1323703565' post='4893128']
Thank you for your answers.

I read an article on android developers website. It stated that I should use [b]dp[/b] and [b]sp [/b]so that UI will look the same on all devices with different screens. That's what I did, and here's the result:
[b]
[/b][/quote]

dp and sp really only work with text sizes, buttons, etc. Things that can have a discreet size assigned to them. keep in mind that dp and sp will mean that the interface elements look the same size on any screen. It does not mean they will be scaled proportionally. in other words, 160 dp on a 160dpi screen will equal 160pixels, but on a 72dpi screen it will equal 72pixels. Android only makes sure that they both measure out to about an inch in the real world.

The only way to make sure it looks good, in vanilla Android, is to design different layouts for different screen densities.
0

Share this post


Link to post
Share on other sites
I highly recommend watching this video. The lead UI programmer from Square Inc. does a great job of covering just this and much more.
[url="http://www.youtube.com/watch?v=jF6Ad4GYjRU"]http://www.youtube.com/watch?v=jF6Ad4GYjRU[/url]
1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0