When starting a new project would it be best to make all the graphics at 960 X 640? That way they could be used for the ipad and the iphone 4 and the graphics should scale well.
Up to my neck in it at the moment, but will be buying this later on!
When we finished Gravitrixx, we immediately thought of doing an iPad version - but, as Darren himself said, after spending so long on a game, the thought of converting everything just zapped the life out of me!
Looking forward to putting some of my games through this! Will be invaluable I'm sure.
I think it's perfectly priced too. Kudos to you mate for getting that aspect bang on.
And respect to Wayne too for this. Looks like an amazing tool!
craps said: When starting a new project would it be best to make all the graphics at 960 X 640? That way they could be used for the ipad and the iphone 4 and the graphics should scale well.
Would these sizes also work for the iphone 3GS?
That's what we did for RW, those graphics you see in the vid are iPhone retina but more than good enough on iPad imo.
Make sure you use resolution independence if you use retina art....remember its not the actor that needs to be double for retina its the art so a 32x32 actor will have a 64x64 image.
When I bought the game merger app, it didn't auto download. However, after completing the transaction in PayPal, there were three ordinary links (like "return to your account" type of links). I clicked the first link and the file began downloading. The link had nothing to do with downloads, but that's what my experience was.
At the risk of sounding like a commercial...I wanted to say how friggin AWESOME the resizer worked!!! It got almost everything, and I even used the "experimental" setting (and it worked perfectly!). I finished my 60 level game in an afternoon, instead of a couple of weeks like it would've taken me.
Thanks for an AWESOME product guys! Going to try to convert to the Mac next. Very cool!!!
I will be sending out a new update today which includes the following:
NEW - Added Advanced options Button - Added option to Scale Project in proportion ie, no distortion. - Added option to scale to X or Y ratios - Added option to offset the project on the scene in the X or Y. - FIX - Resolved Y scaling for Instances where the Size Y had been changed from the original Prototype
I just bought it and it did auto download but whenever I try opening it, it starts to open up and then quits automatically after 2-3 seconds. Could you send me a direct link through email?
What's the best size to work on, considering to use the Merger afterwards to resize to all 4 formats (iPhone 3G, iPhone 4 Retina HD, iPad HD, & Mac HD)?
A) develop at 1024x1024? or develop at 960x640?
and which should be the size of the images? A) double? triple? C) other?
PROJECT RESIZER ---------------------- Sebababi there are no set rules for this: Ideally you would generate new/appropriate graphics for the new size of your game. Ie.
iPAD to iPHONE: If you originally created an iPAD game at 1024 x 768, then used the Resizer tool to create an iPhone Game, all would look and play ok, but the size of your original graphics would be unnecessarily large. Therefore you'd create revised graphics to suit.
Also NOTE: to use Retina display graphics, your image files MUST be twice as large, then Enable Retina Display in GameSalad: T-Shirt has written a quick tip/article on this, within this thread. The Resizer app will not create Retina Display Graphics for you.
The scale from iPAD to iPHONE and vice versa, is not 1:1, unless you apply the [Ratio Scaling] option within the Resizer tool, but then you will need to resolve any black borders, or adjust your scene graphics to account for the 'extra' space.
iPHONE, iPAD to Mac App Store: Again, to get the best out of YOUR game and to provide your paying customers with the greatest experience, you should create graphics, to size, accordingly.
Whilst Resizer will Scale Up, all of your actors and Instances accordingly, if your Actors Graphics attribute is set to STRETCH in either the X and Y, then the image files will scale and stretch accordingly. In essence there is no set procedure or magic image size. Your graphics should ideally always be 1:1 with no scaling applied in GameSalad, as the graphics can become 'blurry'.
PROJECT MERGER ---------------------- On the subject of the Merger application: The application will Merge any two projects together. The FIRST project you select is the PRIMARY project and any data merged to this one will become the default size of the final produced project. So, if Project 1 was iPAD Landscape and Project 2 was iPhone Portrait, all will be Merged, but the Game and Scene size data will be that of Project 1: iPAD Landscape. Of course you can change this at leisure in GameSalad again.
Im curious because I am interested. When we buy this, if I'm getting a new mac in a month or less. Will I be able 2 redownload this program on the other computer also?
Comments
Would these sizes also work for the iphone 3GS?
When we finished Gravitrixx, we immediately thought of doing an iPad version - but, as Darren himself said, after spending so long on a game, the thought of converting everything just zapped the life out of me!
Looking forward to putting some of my games through this! Will be invaluable I'm sure.
I think it's perfectly priced too. Kudos to you mate for getting that aspect bang on.
And respect to Wayne too for this. Looks like an amazing tool!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Make sure you use resolution independence if you use retina art....remember its not the actor that needs to be double for retina its the art so a 32x32 actor will have a 64x64 image.
Darren.
Looks great, and can't wait to buy it
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
In related news, I tried this with Gravitrixx - which took about four minutes (it's a big, complicated game!)
Some things didn't resize - that's not a problem as it's mainly menu stuff and I imagine it's mainly due to us 'forcing' the size in the code.
The sliders on my options screen need work - again, this was expected.
Some stuff needs moving about - again, expected.
Overall though, I have an iPad version that I'm confident I can get up and running properly with a minimum of effort.
Thanks Darren and Wayne! I'll be trying it out on Kraken next
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Thanks for your support.
Darren.
- Alex
Thanks for an AWESOME product guys! Going to try to convert to the Mac next. Very cool!!!
NEW
- Added Advanced options Button
- Added option to Scale Project in proportion ie, no distortion.
- Added option to scale to X or Y ratios
- Added option to offset the project on the scene in the X or Y.
-
FIX
- Resolved Y scaling for Instances where the Size Y had been
changed from the original Prototype
Darren.
___________________________________________________________________________________________
GS Tools Website Come and see our collection of great GS Tools.
Platform Template Our most popular template with over 100 sales.
Mega Pack 31 Templates Amazing value with 32 fantastic templates.
Shoot Em Up Template Over 30 moving enemies with 0 slow down.
A) develop at 1024x1024? or
and which should be the size of the images?
A) double?
C) other?
thanks
Sebastian
Thanks
GS Tools Website Come and see our collection of great GS Tools.
Platform Template Our most popular template with over 100 sales.
Mega Pack 31 Templates Amazing value with 32 fantastic templates.
Shoot Em Up Template Over 30 moving enemies with 0 slow down.
Wayne
Thanks
A) develop at 1024x1024? or
and which should be the size of the images?
A) double?
C) other?
thanks
Sebastian
----------------------
Sebababi there are no set rules for this: Ideally you would generate new/appropriate graphics for the new size of your game. Ie.
iPAD to iPHONE: If you originally created an iPAD game at 1024 x 768, then used the Resizer tool to create an iPhone Game, all would look and play ok, but the size of your original graphics would be unnecessarily large. Therefore you'd create revised graphics to suit.
Also NOTE: to use Retina display graphics, your image files MUST be twice as large, then Enable Retina Display in GameSalad: T-Shirt has written a quick tip/article on this, within this thread. The Resizer app will not create Retina Display Graphics for you.
The scale from iPAD to iPHONE and vice versa, is not 1:1, unless you apply the [Ratio Scaling] option within the Resizer tool, but then you will need to resolve any black borders, or adjust your scene graphics to account for the 'extra' space.
iPHONE, iPAD to Mac App Store: Again, to get the best out of YOUR game and to provide your paying customers with the greatest experience, you should create graphics, to size, accordingly.
Whilst Resizer will Scale Up, all of your actors and Instances accordingly, if your Actors Graphics attribute is set to STRETCH in either the X and Y, then the image files will scale and stretch accordingly. In essence there is no set procedure or magic image size. Your graphics should ideally always be 1:1 with no scaling applied in GameSalad, as the graphics can become 'blurry'.
PROJECT MERGER
----------------------
On the subject of the Merger application: The application will Merge any two projects together. The FIRST project you select is the PRIMARY project and any data merged to this one will become the default size of the final produced project. So, if Project 1 was iPAD Landscape and Project 2 was iPhone Portrait, all will be Merged, but the Game and Scene size data will be that of Project 1: iPAD Landscape. Of course you can change this at leisure in GameSalad again.
Hope this helps.
Wayne
matthewredler@gmail.com
Darren.