Project Resizer coming soon.

UtopianGamesUtopianGames Member Posts: 5,692
edited November -1 in Working with GS (Mac)
image

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.
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Comments

  • izamizam Member, PRO Posts: 503
    OMG! This is exactly what I needed most right now. Darren sign me up!

    izam@afzane.com

    I do hope you guys can get it up and running fast!
  • simo103simo103 Member, PRO Posts: 1,331
    love it ... massive potential. Well done.
  • JuggerJugger Member, PRO Posts: 238
    wow!
  • MagoNicolasMagoNicolas Member, PRO Posts: 2,090
    Amazing! In Very interested ib this!
  • mintmomegmintmomeg Member, PRO Posts: 261
    I love it pls consider convert to android and Mac store too
  • quantumsheepquantumsheep Member Posts: 8,188
    mintmomeg said:
    I love it pls consider convert to android and Mac store too

    Android would be pointless as GameSalad doesn't do Android games.

    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 :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • 8BitMichael8BitMichael Member, PRO Posts: 125
    Looks great! You should throw in 720p conversion as well.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Love it ... cant wait for it ... include conversion to mac and its the all in 1.
  • UtopianGamesUtopianGames Member Posts: 5,692
    It all depends on the support for the Project Merger tbh, we're using the small amount of money from that to fund this so it's up to you guys in the end.

    Darren.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    Seems like if you use this tool to take 90% of the work out, you could plan ahead to avoid the other 10%:

    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!
  • PhoticsPhotics Member Posts: 4,172
    utopiangames said:
    Check out are latest program: GS Project Merger available now for $30 in the marketplace.

    Wow, GameSalad didn't go for it?!

    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.
  • UtopianGamesUtopianGames Member Posts: 5,692
    A big warning? sounds like your putting people off:)

    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.
  • simo103simo103 Member, PRO Posts: 1,331
    utopiangames said:
    A big warning? sounds like your putting people off:)

    Yeah I think it was a poor choice of phrase but perhaps a good idea to consider that this a tool that takes away the majority (if not all once the other 10% is addressed) of the tedious parts of game conversion. Leaving us free to adjust gameplay, controls and make it better for its intended platform. For example finger touch control for an iPhone might be better located (in some game designs) in a slightly different position in an iPad as each device is likely held differently. Thus even if Apple is cool with a straight conversion put a little of the saved time from this product into further bettering your game.
  • PhoticsPhotics Member Posts: 4,172
    utopiangames said:
    A big warning? sounds like your putting people off:)

    I was making an update for Commove and I was told to make the iPad version different in the future or make universal binaries. This annoyed me, as the iPad version has localization. The graphics were customized to match the different screen ratio.

    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.
    simo103 said:
    Yeah I think it was a poor choice of phrase

    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.
  • UtopianGamesUtopianGames Member Posts: 5,692
    "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.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    It does concern me that apparently GS doesn't want to include these great features with even the pro Game Salad Subscriptions.
    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.
  • gazjmgazjm Member Posts: 578
    Just because it upscales the game to the ipad size, doesn't mean you have to leave it identical, change the game once its upscaled. Don't really think apple with have an issue with it.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    gazjm said:
    Just because it upscales the game to the ipad size, doesn't mean you have to leave it identical, change the game once its upscaled. Don't really think apple with have an issue with it.

    Yeah I dont know why people are freaking out about that. It should be obvious you will have to rearrange some still as well as load new artwork
  • quantumsheepquantumsheep Member Posts: 8,188
    I don't like the idea of not giving people that buy the iphone game certain features (by including them in the iPad version to make it 'different').

    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 :D

    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 :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    If they are free apps apple wants a universal binary, but i don't know why they would force a universal binary for paid games, it takes time and effort to port them
  • PhoticsPhotics Member Posts: 4,172
    utopiangames said:
    you wont be buying it then Photics :)

    Well, I'm not planning to buy the software. I don't have a need for it right now. Although, I still think it is awesome software. It's a great interim fix. It also pushes the community forward. Stuff like this should make GameSalad think seriously. Why are they so closed with their software... especially considering how much open source software is already involved.

    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?"
  • mzxmzx Member Posts: 151
    This tool can be really handy! Looking forward to this :D
  • DimensionGamesDimensionGames PRO Posts: 993
    Photics a universal binary is worse. Read developers post and they have found that the ranking algorithms work against you and sales are generally worse as the price is the same and volume of sales is also lower.

    Looks very interesting can see this having more interest to the template merger.

    Cheers :)
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    OMG that's awesome news, I love you Darren! I want to make an iPad version of my game, and I don't have time to work on the entire game again!
    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!
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    The software converts the x and y and sizes of initial actors, does it still leave all other attributes in tact?

    Ace
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    I agree universal binary kinda sucks imo. I mean sure its a great idea for the user but the developer gets the shaft. Twice the art work and figuring to create a binary that will display right on multiple devices so imo you should get to sell a version for each device. you don't see many PSP/PS3 games do you? and those are way more expensive for the same amount of game play time.
  • butterbeanbutterbean Member Posts: 4,315
    This is AWESOME! A definite purchase for me!! Great work Darren! I've been wanting to port some difficult games over to the iphone from the iPad, and this is the PERFECT solution!
  • PhoticsPhotics Member Posts: 4,172
    PossesiveGaming said:
    the price is the same

    Ha ha... well... if you're going to charge iPad users more money for the same game, then that's a different story.
    PossesiveGaming said:
    volume of sales is also lower.

    I've seen some debate on this matter. There are reasons to separate the apps.

    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.
  • forkliftforklift Member Posts: 386
    Awesome work, Darren. You made my day twice in the same day! (referring to free canabalt template)
  • UtopianGamesUtopianGames Member Posts: 5,692
    It's true that without something like this i would never of got round to making RW for iPad because the time sink for a game like RW would of been too much of a risk but now it's coming!

    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.
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