12-21-2016, 09:00 PM
Vector can often be better, or alternatively high-res graphics that still look fine if they're scaled down. Pixel-art can work, as long as you're not too concerned about it looking crisp on all screens. If your graphics are displayed in a more "pixelated" manner (not 1:1) then scaling isn't really an issue either.
When you're working with different aspect ratios, you'll either have to make a version for wider screens, or simply have the user put-up with cropping. There are also often different versions for tablets and phones, many UIs on tablets can be more spacious than those on phones, due to the larger physical size and more PC-like aspect ratio.
In the end, it all comes down to testing. Try get your hands on as many different kinds of devices as possible, early access/beta testing helps greatly with this. Of course if it's not commercial, you'll just have to ask family and friends. Only when you see your game performing on different devices will you see whether scaling and resolution differences are actually a noticeable issue.
When you're working with different aspect ratios, you'll either have to make a version for wider screens, or simply have the user put-up with cropping. There are also often different versions for tablets and phones, many UIs on tablets can be more spacious than those on phones, due to the larger physical size and more PC-like aspect ratio.
In the end, it all comes down to testing. Try get your hands on as many different kinds of devices as possible, early access/beta testing helps greatly with this. Of course if it's not commercial, you'll just have to ask family and friends. Only when you see your game performing on different devices will you see whether scaling and resolution differences are actually a noticeable issue.