Thanks to Giovanni Zito and Francis Styck’s and their support for the marmalade side of Cocos2d-x I have pretty much got my android port good to go but I have a few questions regarding supporting different screen resolutions.
Whats the best way of handling this via marmalade and cocos2d-x? Is the best way to have different asset sets and on startup loading in the relevant one for that screen size? My current graphics work fine on a HTC Wildfire S but as soon as I load the game on something like a Samsung Wave it only takes up a quarter of the screen. I wasn’t sure what the proper workflow was and guess its quite a common question.