query: How to deal with different resolutions in a 2D game?
positive_passages.docid: 156020
positive_passages.text: How do you approach resolution independence in raster based graphics content?
negative_passages.docid: 123481
negative_passages.text: Higher screen resolution in VirtualBox?
negative_passages.docid: 78257
negative_passages.text: How to use different scaling for every monitor?
negative_passages.docid: 70748
negative_passages.text: Cocos2d for android supporting different resolutions
negative_passages.docid: 145946
negative_passages.text: Any way of changing Windows screen resolution via command line?
negative_passages.docid: 26108
negative_passages.text: Controlling the 2D $x–y$ aspect ratio of a 3D plot
negative_passages.docid: 34226
negative_passages.text: Supporting Multiple Screen Sizes in Storyboards (3.5 and 4 inch screens)
negative_passages.docid: 88321
negative_passages.text: How can I resize a 2D vector of objects given the width and height?
negative_passages.docid: 34568
negative_passages.text: How should I handle sprite creation for customizable 2D characters?
negative_passages.docid: 149270
negative_passages.text: Antialiasing of horizontal lines
negative_passages.docid: 82164
negative_passages.text: Which is the best approach to make a 2D character to be able to use tons of different equipments when in action?
negative_passages.docid: 2953
negative_passages.text: Change Illustrators "native" SVG resolution
negative_passages.docid: 77959
negative_passages.text: Make Blender usable on high resolution screen
negative_passages.docid: 113464
negative_passages.text: When dealing with rasters of varying resolutions should one resample to the highest or lowest resolution?
negative_passages.docid: 4536
negative_passages.text: Is it possible to have different DPI configurations for two different screens?
negative_passages.docid: 101111
negative_passages.text: Move mouse proportionally between different resolution (and DPI) displays
negative_passages.docid: 77568
negative_passages.text: Implementing a camera / viewport to a 2D game