Best way to convert iPhone app to iPad?

MotoMoto Member Posts: 33
edited November -1 in Working with GS (Mac)
I want to convert my iPhone app to an iPad version. I changed the target platform to iPad from iPhone resolution independent, but all of my graphics stayed at the iPhone 320x480 res. I then change my original images to 1024x768 and added them into GS overwriting the current image and this still did not changes on my scene. I'm able to resize the image within the scene and it looks fine, but I have a lot of actors and don't want to have to resize all of them manually. Also almost all the actors have been changed from the prototype to deleting and adding the actor back would cause me to have to recode a lot of stuff to make it all work properly.

Here are the questions I have:

1. What is the recommended method for converting iPhone apps to iPad without rebuilding the game from scratch?

2. is there anyway to make the GS actor on the scene match the native resolution of a newly added image when overwriting the original file?

Thanks for the help and suggestions.

Comments

  • MotherHooseMotherHoose Member Posts: 2,456
    Your original drag&drop image-size is in your coded iPhone gameProject.
    (Show Package Content >> scenes/#.xml)
    Even in the Image Actor's Attributes, changing the size doesn't change the size in the scene.
    Dragging a new image to an Actor still keeps old image size.

    1. Create a new actor with the new image and copy the old behaviors to it...

    2. Or easier to just (in each Actor's behaviors):
    --[Change Attribute] self.Size.Width and self.Size.Height to what you want for display

    as peach pointed out there is no rational (whole #) correlation between iPad and iPhone... 480x320 doesn't scale to 1024x768...still if you don't want to bother with the absolute scale:
    (in landscape mode--reverse the multipliers for portrait mode)
    --self.Size.Width = 2.1333(self.Size.Width) is very close (480x2.1333 = 1023.98)
    --self.Size.Height = 2.40 (self.Size.Height) (320 x 2.4 = 768)

    you could use those expressions in a [Change Attribute]s and just drag to MyBehaviors; and then drag to each of your Actors.

    Alas, in upscaling/downscaling you'll also want the X,Y positions of each actor to fit within the new display size.

    sounds like work...but 2 behaviors and drag to actors isn't hard.
    and repositioning X, Y is better than starting all over with a blank gameProject.

    this may not help...as I haven't worked extensively with it...but may get you thinking of other ways to get what you want ;)

    MH
  • Rob2Rob2 Member Posts: 2,402
    @mother... it depends where you do your dragging... to scene actor stays the same size...to actor inspector actor updates to new size of new image...but all depends on prototype/instance etc
  • MotoMoto Member Posts: 33
    Thanks for the help these replies make perfect sense to me I now know what I need to do.
  • MotherHooseMotherHoose Member Posts: 2,456
    Thanx for the heads-up @Rob2!

    we have so many depends in our directions...think that GS is not the only thing with leaks ;)

    MH
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