Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 6856301
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 27, 20262026-05-27T01:52:05+00:00 2026-05-27T01:52:05+00:00

I’m planning on making my first game in xna (simple 2d game) and i

  • 0

I’m planning on making my first game in xna (simple 2d game) and i wonder which screen resolution that would be appropriate to target the game against.

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-27T01:52:05+00:00Added an answer on May 27, 2026 at 1:52 am

    Resolution for a 2D game is a difficult issue.

    Some people ignore it. World of Goo (for PC), for one very famous example, simply always runs at 800×600 on the PC, no matter what. And look how successful it was.

    It helps to think about what kind of device you will be targeting. Here are some common resolutions and the devices they apply to:

    • 1280×720 (720p, Xbox 360 “safe” resolution – free hardware scaling, works everywhere)
    • 1920×1080 (1080p, Xbox 360 maximum resolution – can’t auto-scale to all resolutions)
    • 800×480 (Windows Phone 7)
    • 1024×768 (iPad)
    • 480×320 (iPhone 3GS and earlier)
    • 960×640 (iPhone 4 retina display)
    • Android devices also have similar resolutions to WP7 and iOS devices.

    (Note that consoles require you to render important elements inside a “title-safe” area or “action-safe” area. Typically 80% and 90% of the full resolution.)

    Here is the Valve Hardware Survey, which you can see lists the common PC resolutions (under “Primary Display Resolution”).

    Targeting 800×480 for a mobile game, or 1280×720 for a desktop/console game, is a good place to start.

    If you do want to support multiple resolutions, it is important to think about aspect ratio. Here is an excellent question that lists off some options. Basically your options are letter/pillar-boxing or bleeding (allowing for extra rendering outside “standard” screen bounds – like a title-safe area), or some combination of the two.

    If your graphics need to be “pixel perfect” and simply scaling them won’t work, then I would recommend targeting a series of base resolutions, and then boxing/bleeding to cover any excess screen on a particular device. When I do this, I usually provide assets for these target screen heights: 320, 480, 640, 720, 1080. Note that providing 5 versions of each asset is a huge amount of work – so try to use scaling wherever possible.

    Many choices about resolution handling will depend on what style of game you are making. For example: whether you try to match a horizontal or vertical screen size will depend largely on what direction your game will mostly scroll in.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I'm making a simple page using Google Maps API 3. My first. One marker
I am doing a simple coin flipping experiment for class that involves flipping a
I would like to run a str_replace or preg_replace which looks for certain words
I'm parsing an RSS feed that has an ’ in it. SimpleXML turns this
link Im having trouble converting the html entites into html characters, (&# 8217;) i
That's pretty much it. I'm using Nokogiri to scrape a web page what has
I have just tried to save a simple *.rtf file with some websites and
I would like to count the length of a string with PHP. The string
I am trying to understand how to use SyndicationItem to display feed which is
I used javascript for loading a picture on my website depending on which small

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.