Designing UI for games in Unity

Designing UI for games takes some effort. And doing the same on mobile devices is very difficult. The variety of screen resolutions and dpis make the job not easy. Luckily, the guys that made Unity came up with a solution and that is Unity UI components. It is available from Unity 4.6 version.

Once you design a user interface using Unity UI, you will praise them. If you have already done some things in it, then you know it. Once we design the interface correctly, it will scale and align to all of the screens and resolutions perfectly. You also won’t have the problem of font scaling too. Continue reading

Multiscreen development in phaser 2.4.2

Earlier, I posted a tutorial on scaling the game and assets for multiple devices. But it does not work very well in latest phaser version 2.4.2(as if the time of writing). So I thought it will be good to post an updated version for the latest phaser.

The idea is simple, Create a group and add all of your game objects into that group. After that, scale and position the group correctly to display the game fully inside the browser/device. The scaling and positioning is done such a way that there will be no black bars around the game and it will be in the correct aspect ratio. Continue reading

Multi screen game development in Phaser

Note: This tutorial was targeted for a previous version of the Phaser library. The updated version can be found here.

Phaser is a robust, famous multi-platform game development framework based on the fast PIXI library. It is getting much attention now-a-days. There are so much examples there in http://examples.phaser.io/, and thus learning Phaser is very simple.

First of all, thanks for the team behind this excellent library. When we consider multi-platform development, we need to think about multiple resolutions and devices. Using high quality assets in big screen devices will ensure your game will look beautifully on those. But this high quality assets will affect performance of low end devices, so we need to load the graphics for each devices separately and scale up or down the game according to the screen resolution.
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