is it possible using GS to ship a single binary that works on iPad AND iPhone (with resolution independence)? Basically, an app that works on all the platforms at the native screensize?
hillelc said: is it possible using GS to ship a single binary that works on iPad AND iPhone (with resolution independence)? Basically, an app that works on all the platforms at the native screensize?
not yet, but I'm hoping it comes someday. That would be killer. I can imagine designing 1 game at the iPad resolution, and make it a universal app, just have the iPhone version be a smaller window into the game.
I don't get quite how that would work, with making one game and just having the graphics automatically resize for a smaller window on the iPhone - because the iPad graphics, when kept in proportion, don't scale to the right size. Like a 1024 by 768 scales to 480 by 360, not 480 by 320 - right?
all the iPhone apps show in correct proportions on iPad in 1x would like to see how iPhone 4 apps display in iPad using the 2x button... most of the 3OS apps don't show nice in 2x view.
But in iPad to iPhone...yuck!
iPad scaled down by 2 = 412 x 384 (though in full screen image-size, setting the width and height to Display Size.Width and height doesn't seem to distort too much.)
peachpellen said: I'd be very interested to see how it goes for you
and, so would I!
I used that coding for the title image; title name image; and bg image Unfortunately, to keep the game size small I used touch locations instead of buttons...so if I port it I would have to redefine all the touch locations...and I have other things I'd rather work on. (yuck to redoing things!)
did find that I could also do small things in 0.8* (width/height) and that came nice!
Magical translation would certainly be nice. But I'd be happy if I just had the option to include all the assets in one binary. Basically two versoins in one app that loaded correctly depending on what platform you were on.
Yeah it's a pain for sure. I did one uni app and there was a lot of Xcode stuff to get right on top of the graphic issues. The biggest problem is it's not the same for each app. Diff things need diff translation. Plus if you scale down the big graphics the older devices can't run well. If you enable different graphics for different versions ( which has to be coded based on device detection ) you end up with a fat binary that is double sized.
The other problem is how it works for sales. A lot of debat but ultimately if it's dl'ed on a iPhone it goes to iPhone ranks. Dl'ed on a pad it goes to pad ranks. Desktop downloads only go to the iPhone ranks.
Seems like you have to rely on your marketing skills a little more to get it up the ranks
Just my 2 cents on why it is kind of a pain to deal with.
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all the iPhone apps show in correct proportions on iPad in 1x
would like to see how iPhone 4 apps display in iPad using the 2x button...
most of the 3OS apps don't show nice in 2x view.
But in iPad to iPhone...yuck!
iPad scaled down by 2 = 412 x 384
(though in full screen image-size, setting the width and height to Display Size.Width and height doesn't seem to distort too much.)
for smaller items
self.Size.Width = 0.47*(self.Size.Width)
self.Size.Height = 0.42*(self.Size.Height)
displays okay.
and this means you let the device change the image size and not redo all the graphics.
haven't completed the app I am doing this in...so not a fully tested workaround.
MH
I used that coding for the title image; title name image; and bg image
Unfortunately, to keep the game size small I used touch locations instead of buttons...so if I port it I would have to redefine all the touch locations...and I have other things I'd rather work on. (yuck to redoing things!)
did find that I could also do small things in 0.8* (width/height) and that came nice!
MH
I did one uni app and there was a lot of Xcode stuff to get right on top of the graphic issues.
The biggest problem is it's not the same for each app.
Diff things need diff translation. Plus if you scale down the big graphics the older devices can't run well. If you enable different graphics for different versions ( which has to be coded based on device detection ) you end up with a fat binary that is double sized.
The other problem is how it works for sales. A lot of debat but ultimately if it's dl'ed on a iPhone it goes to iPhone ranks. Dl'ed on a pad it goes to pad ranks. Desktop downloads only go to the iPhone ranks.
Seems like you have to rely on your marketing skills a little more to get it up the ranks
Just my 2 cents on why it is kind of a pain to deal with.
Gs can already detect devices so that's a big part.
I do actually like the idea even if I didt come across that way lol