I\'ve coded my game for 320x480 and I figure that the easiest way to support multiple resolutions is to scale the end image. What are your thoughts on this? Would it be cpu
I am working on a game and I have targeted 1280x800 and I've made all of the images to match that resolution. The very first time I launch the game I scale all of the images down to match the current resolution and use the scaled images to actually draw the game. If you are using a SurfaceView then you shouldn't have problems with scaling images when you draw them. Just to be 100% sure I keep my images in the raw directory and load them from there.
To do the initial scaling of the bitmap you just need to use the BitmapFactory.Options when you decode the bitmap to tell it what density it's targeted for and what density it's actually going to be displayed on.