Windows Store apps run on a variety of devices of all different screen sizes. …So for our game, we might be running on something like this. …We have the lowest common resolution, which is 1024x768, 1366x768 for something like a …Microsoft Surface, and this is also the default scale that we've been coding our game for, …or maybe an all-in-one with a super high resolution of 2560x1440. …We do this through scaling.…
The first piece is the Viewbox control that we used to scale up our canvas. …We can also use CSS3 scalar transforms to scale up or down our individual objects inside …of our game. …We can test using the Visual Studio simulator. …The Visual Studio simulator like we showed previously, supports all different sizes of screens. …There is also system-level scaling that will go on for our game. …So if we're using SVG that will automatically scale up and then Windows will scale up stuff …for us based on the inherent DPI of the screen; 100%, 140% and 180% are the scale ratios.…
We've seen this previously inside of the app manifest when we looked at the images. …
- Setting up your Visual Studio 2012 development environment
- Laying out the interface with Canvas
- Creating a game loop
- Adding a menu
- Supporting snapped, filled, and full-screen modes
- Working with the Touch API
- Playing music
- Creating a scoring and leveling system
- Working with the Application Bar
- Accessing the camera and accelerometer
- Debugging and deploying your application
Skill Level Intermediate
Visual Studio 2010 Essential Trainingwith Walt Ritscher8h 8m Intermediate
1. Getting Started
2. The Microsoft Web Platform
3. The Game Interface
4. The Game Engine
5. Screen Size Support
6. Touch Support
7. Music and Sound
8. Gaming Extras
9. Windows Features
10. Device Hardware
Using the accelerometer6m 59s
Next steps1m 29s
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