Project Resizer coming soon.
UtopianGames
Member Posts: 5,692
We're currently working on a program that will take your iPhone game and convert it to iPad and visa versa.
It's still early days but it's coming along great so thought I'd show you a sneak peak.
Price TBD but will be under $500.
Check out are latest program: GS Project Merger available now for $30 in the marketplace.
Darren.
Comments
izam@afzane.com
I do hope you guys can get it up and running fast!
All my games on Google Play
Mac Store would be very useful - if you can convert to iPad, it's just a bit more effort to convert to Mac size, surely?
How hard could it be?
Well done guys on giving us something really useful - will certainly save my pennies to buy this puppy!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Darren.
Create a real game attribute called screenRatio or something and set it to 1 for iPhone. Multiple all your X and Y coordinates by this attribute. Then after using your tool set it to 2.4 in the iPad project. This would automatically change your X and Ys to scale.
Looking forward to this!
Well, I'm not too surprised. You are basically building a business on the shortcomings of GameSalad. Ideally, GameSalad should support project importing and universal binaries. Considering that you were able to get this project done - while they were not - is actually a bit embarrassing for GameSalad. Although, it does show how strong this community is growing.
A big warning about this project... Apple might not like it. I got a warning when I launched two versions of the same game. The iPad version is supposed to be different than the iPhone / iPod Touch. If they're the same, it should be a universal binary.
I think if you do get trouble which from what i read is very unlikely (we have done this before with 0 trouble as I'm sure many of you have) you can make a new level or sprite or change some music etc...
Darren.
Maybe Apple is less strict lately, but it still makes sense. The real answer to this problem is universal binaries. I think that's a huge boon for sales too. It focuses the sales on a single point.
But also, what happens if a game with Retina Display is played on an iPad. Does it use the higher res graphics (640x960) or is it scaling a (320x480) image? If it's the latter, then an iPad version is more useful. Really? You'd rather wait two weeks to see if your app gets rejected? The real solution to this problem is universal binaries. I think that's better for customers and sales too.
The project converter is a decent work-around the limitation of GameSalad, but it's an interim solution. The real solution is GameSalad improving their software.
I take it you wont be buying it then Photics
Darren.
I think both of the tools you have made are awesome and will probably buy both at some point. But honestly these tools should be coming from GS that way we can rest assured it will remain stable with future versions of GS. I would personally like an explanation from GS why they don't want this included.
So, here's an idea:
Make an iPad version of your iphone game.
Make improvements over the iphone version.
Submit standard iphone and improved iPad version to Apple.
Once approved and on sale, use the tool to change the iPad version to the iphone version.
Voila - the iphone version and iPad version are identical
Please note - I've never tried this - but it seems an obvious way round the issue, surely? Essentially, any updates you were going to do for the iPhone version become the iPad 'special features'.
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
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What would happen if they opened things up?
I'm certainly not against the software. My comment is more about what you do with the software. I'm basically stating, "Hey... you might want to make the iPad version of your app different from the iPod Touch / iPhone version."
That's not too difficult. For the iPad version of your running game, you could add exclusive iPad levels. That approach might help with sales too.
Also, I'm basically stating, "Hey GameSalad, don't you think you should fix these issues the right way?"
Looks very interesting can see this having more interest to the template merger.
Cheers
I watched the video, but still have few questions (because I don't know if I understand everything):
1. Is your app able to take the iPhone game (GS project) and changed it to the iPad game (and everything works fine)?
2. Does it change the scene sizes, actor sizes (even sizes like that: 134.466?), positions and math in the behaviors (f.e. if attribute game.xxx is 1, then change the position to: xxxx), and what about instances?
3. And what about the graphics, I'm sure that we need to change them ourselves, but should we put them in the game before using your app, or after that?
4. When your app will be available?
5. If you need some funds, me (and I'm sure that not only me) can pay you for this app right now, and just get it when it's ready.
Hope to hear from you soon!
Ace
For example, if you can keep an iPhone app below 20MB — but a Universal Binary would go over — then I would seriously consider splitting the apps. Going over the 3G download limit could hurt sales.
But how is the volume lower overall? Is it because people aren't buying the apps twice?
If it's a relaunch of an iPhone game, with some tweaks for the iPad, then that makes sense. Darren's game is a good example. It didn't really do well on the iPhone. By launching it separately on the iPad, it gives the app a second chance. It also provides useful A/B testing data. Which platform is better... iPhone or iPad.
(I seem to have more success with the iPad.)
By launching them separately, that does increase overall visibility. The app would be listed in two locations... iPhone and iPad. Yet, the iTunes App Store is like one big pyramid. There's more money at the top. To get at the top, it's better to focus sales on one listing. I think that increases the chances of your app being featured. Out of all the marketing methods I've tried for promoting apps, being featured was the most successful.
Forget about Bumps iPad i don't think i could of done it so many levels so many mini games i would of gotten lost.
As for a price if someone told me they will make Bumps and RW on iPad for $5000 i would snap there arm off and think i got an excellent deal.
All i know is you will be getting a bargain what ever we sell it for.
Darren.