Universal Builds
I was wondering today about Universal Builds. As we know, iPad resolution is much different than iPhone's (not only bigger, but in different proportions). So do you think that we will have to make two different games (two sets of scenes, two sets of images etc.)? Or maybe there is other possibility?
Comments
don;t know, maybe they will compress the image or something
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-Lets say you wanted to constrain an actor to the middle of the screen. Instead of doing (Constrain Actor Position X to "320"), instead you could do (Constrain Actor Position X to "Screen Width/2") This would not only give you the middle of the screen on the iPhone, but also the iPad.
-Always use vectors for graphics so they can be resized at a later date without blurriness or redrawing them. You would then just open the vector file in your graphics program and just resize.
I used these two methods in my first proper iPhone game and it made it really simple to port it to the iPad. If you go deeper with the first method, you can really save yourself some time in the long run.
I'm simply wondering how it will be done in GS to make Universal Build.
In a proper response, I would guess two sets of images would need to be uploaded. Almost like what Xcode developers need to do for the retina display. Almost like a 'x2' version. I'm not sure what the ratio is between the iPhone Screen and the iPad screen.
It's also how things move....speeds etc.
For example.
If you have an actor that moves at speed=100 on the ipad, that 100 is going to feel a lot faster on the iphone/pod.
just as an example.
Thank you!