What I meant was always keeping the proportions of the playfield constant, varying which percentage of the area of the screen is covered by it depending on the screen proportions. This way, density and speed (percentage of the screen covered per second) of the objects is always the same regardless of screen proportions.
smoogipooo wrote:So I've seen this suggested multiple times now, but this is impossible to achieve. You have one independent variable - the resolution (r), one uncontrolled (but constant) variable - the hitobject time (t), and two dependent variables - the speed of hitobjects (s) and the density of hitobjects per unit time (d).
Full Tablet wrote:snip
You cannot control both s and d simultaneously - or at all. The simplest one is speed, which can be modeled as
s = r / t
Where you can see that a change in r results in a change in s, which can only be adjusted by a change in the uncontrolled variable t.
Density likewise can't be controlled, but it can be hand-wavily modeled by:
d = r / s
= r / (r / t)
But t is uncontrolled.
Your "How it currently scales" box controls speed and density by keeping resolution constant.
Your "How it should scale" box is impossible as the change in density requires a change in time.
I've thought about it but the only conclusion I've come up with is to crop the area as ScoreV1 does.
Maybe these pictures illustrate what I mean more clearly: