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    <p><strong>COCOS2d-iPhone:</strong></p> <blockquote> <p>If you're using the latest beta, the only change you should need to make is export all your images at twice the size and use the "-hd" suffix, similar to Apple's "@2x". The documentation also says you need to set the content scale factor of the director.</p> </blockquote> <p>You can find the documentation <a href="http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide%3ahow_to_develop_retinadisplay_games_in_cocos2d" rel="nofollow">here</a>.</p> <p>and more detail <a href="http://www.koboldtouch.com/display/IDCAR/Developing+for+Multiple+Screen+Resolutions" rel="nofollow">here</a>.</p> <p><strong>COCS2d-X:</strong></p> <p>Cocos2D-x has a very easy solution for multi-resolution problem.</p> <p>In fact you just need to set your <code>DesignResolution</code> and then just imagine your target device will has this resolution.</p> <p>If target device really has this resolution ( or some other but with same ratio) cocos2d will handle to fix screen and your game looks same in all devices.</p> <p>And when ratio of target device is different, you have many option ( as cocos2d language, <code>policy</code>) to manage that.</p> <p>For example if you use <code>Exact fit</code> policy, cocos2d will force your game ( and design) to fit target device screen (without that black boarder).</p> <blockquote> <p>Exact fit</p> <p>The entire application is visible in the specified area without trying to preserve the original aspect ratio. Distortion can occur, and the application may appear stretched or compressed.</p> </blockquote> <p>For more detail just take a look at this link : <a href="http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Multi_resolution_support" rel="nofollow">http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Multi_resolution_support</a></p>
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