Make it 16:9 resolution-agnostic IMHO.
Hello again, I enjoy my old pc games like half-life and heavy metal and arcanum, i find the best resolution is 1280x720, but for the new games my pc screen is recommended at 1920x1080, so anything between is good for me, lol hope this helps.
Playing in fullscreen so 1920*1080 is best ;)
FULL HD ALL THE WAY!
I prefer my screen res of 2560x1440.
1600x900 is best for me.
old screen res was 1366x768 new rez is 1920x1080, but to be honest i HATE having a screen stretched, could you not make it have 4 resolutions?1024x768 for compatibility1280x7201366x7681920x1080there the 4 most common screen sizes.
Heck no. Flash will already stretch to whatever you want, so no point in supporting multiple resolutions. However, unlike pretty much any other graphic engine in existence, Flash absolutely sucks at scaling bitmaps, so it's something to keep in mind.1920x1080 seems to be the most common resolution, but it will look pretty horrible when you scale it down to a smaller res when you have a smaller screen, or you just don't want to play fullscreen. 1366x768 seems like an ok compromise if a bit on the small side. I'd consider 1600x900 despite there practically not being any screens with that resolution on the market as it can be reasonably scaled both up and down without a huge quality loss.
Have you considered using a graphics library such as starling? This way everything will scale nicely plus you can deploy to desktop, iphone and android.I work with flash builder, starling and feathers. It's a dream.
would love 1900x 1200 original Screensize niot that HD stuff which screens are forced into newly....
Anything that scales nicely to 16:9 should be pretty much OK for the matter, though I didn't get the feeling that the resolution was much of a Problem up until now.On the matter of nsf001 - I can agree on the fact that using modern scaling algorithms would be much desirable. I've been haggling with scaling images from time to time myself and without a decent algorithm the results are just outright cruel. I do not know if Starling would be the right choice there, though, as I don't use nasty flash for my projects.
I generally don't play otherworld full-screen, I play it windowed.
There are 2 main screen resolution categories:1. Desktops. Most of these have screen resolution higher than full HD 1920x1080.2. Laptops. Most of these do NOT have a screen resolution higher than 1280x800 or 1366x768.Unless you wish to cut off half of your player base, you should stick to a resolution that will support both laptops and desktops.
I usually play these games on my desktop, which is 1920x1200 resolution, but I also like playing flash games like this windowed. So something that was 16:9 at ~720/768 height works nicely. It allows for wider compatibility, but still looks good.
Full HD 1920x1080.
"On the matter of nsf001 - I can agree on the fact that using modern scaling algorithms would be much desirable. I've been haggling with scaling images from time to time myself and without a decent algorithm the results are just outright cruel. I do not know if Starling would be the right choice there, though, as I don't use nasty flash for my projects."I've managed to make a pretty simple scaling algorithm for android projects (home brew engine), it's quite easy to determine pixel density and resolution, and from this aspect ratio and physical screen size. It's been a major bloody thorn to actually research it but the code itself is quite simple. Using something like Starling is excellent, and this is already a flash project ^_^ I've done a bit of work messing around with XML and making girls, as well as porting some of the code to Android, but now that I'm learning AS3 in flash builder and the repos is open, I'm going to look into porting the project as-is to Starling and see if it'll scale well multi-platform.
Go for 1280x800 but don't lock the minimum window size to that. It's a good comprimise, we'll just maximise windows if need be or leave them smaller on large screens ;)