Setting up for Iphone4
fullviewmedia
Member Posts: 92
I am starting a new game and just wanted to conform the procedure for making a game 4th gen ready or 960px. Which option do I select in Target platform? For a platform game can I then just build wider than 960px like say 3000 wide and use the camera to move?
Any help would be great thanks.
John
Any help would be great thanks.
John
Comments
But you build the game based on 480x320 size.
Also make your actor sizes a multiple of 4 before doubling for the art size. this will help when an actor is placed on a half pixel position with not getting distortions
And does the multiple of 4 mean 4, 8, 12, 16, 20, 24, etc or 4, 16, 64, 256?
Cheers,
Shalinor
4, 8, 12, 16, 20, 24, 32, 36, 40, etc…the double dimensions will be converted by GS and a low res version will be displayed on old devices and the high res image will have the dimensions compressed giving you the same size as the low res image but the high res pixel count.Which I think is 288ppi not sure were you are getting your 326 number
That to program for iPhone, you need to design everything at 960x640. Not too sure where I got the ppi's, I can only presume either youtube or somewhere on the web or in a tutorial of one form or another.
Thanks for the answers - they will make it a lot easier to make a game work for various devices.
Cheers,
Shalinor
design the game as if it was 480x320. The only difference with RI turned on is that you want to make your artwork at twice the size. So id you have a 100x100 actor on screen, the artwork should be 200x200. when the game is run on the iPhone4, gamesalad will automatically double everything and use the larger art. if it's run on an older device, it uses the smaller art copy it creates.
it's pretty simple, design as you always did for 480x320 but use artwork twice the size.
the other rules are to prevent your artwork from getting stretched or blurry when it's resized.
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