There's Gotta Be an Easier Way?

TouchTiltGamesTouchTiltGames Member Posts: 1,162
edited November -1 in Working with GS (Mac)
Ok I know...I should've made Rodent Rage an iPhone game first then did an iPad version, but I fell in love with the iPad and really got focused on it, now.. I'm feeling like making the iPhone version (with resolution independence) is a lot of work because of the nature of GS.

So because all my art is made for 1024x768, I batch-scaled it all down by ~6% to accomodate the iPhone 4 resolution except the backgrounds of course which are now 960x640

I have a lot of actors in my game and a lot of instances, just going to the inspector isnt going to scale them all at once obviously.

I think I read that the quickest way to scale them all down is to copy the behaviours of each actor, delete the actor, create a new actor and then bring the behaviours back in...?

Seriously is this the most efficient way of scaling my game down? I feel it's still going to take me 3-4 days of work making the iPhone version..sigh. :( Then there's the whole repositioning all the actors on the screen too! Not to mention GS is freakishly slow at the end of a game development.

Live and learn...I will be starting with iPhone for the next game :p

Comments

  • TouchTiltGamesTouchTiltGames Member Posts: 1,162
    Yeah I figured that :( Some of them are so I'm going to have to go back into PS again and resize the one's that aren't a power 2.

    Almost tempted not to make this game iphone-ready.
  • TouchTiltGamesTouchTiltGames Member Posts: 1,162
    This is nuts..wow what a mistake I made here...the amount of work involved lol.

    I think I will be holding off on the iphone version until at least the update comes whenever the heck that its...might make things faster at that point.
  • TouchTiltGamesTouchTiltGames Member Posts: 1,162
    Yeah sure sounds good, you're on my gmail chat for some reason, but yeah my skype handle is 'aeropause'.

    Cheers!
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