Universal Builds

IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
edited November -1 in Working with GS (Mac)
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

  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    calvin9403 said:
    it is on the roadmap

    don;t know, maybe they will compress the image or something

    I know it's on Roadmap :P I'm one of Line Cooks, so I know such things :) I don't think the compressing or simply resizing is possible with different proportions of iPad's and iPhone's resolution.
  • MattGibbardMattGibbard Member Posts: 45
    You could always be clever and be planning an iPad version while making your iPhone version. You wouldn't be able to make a universal build, but it would really help with converting an iPhone build into an iPad build or visa-versa. Here's how:

    -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.
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    MattGibbard said:
    You could always be clever and be planning an iPad version while making your iPhone version. You wouldn't be able to make a universal build, but it would really help with converting an iPhone build into an iPad build or visa-versa. Here's how:

    -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.

    But this still doesn't answer to the topic. It's a nice trick to make both iPhone and iPad versions. But in Universal build, if you use images in iPad size, they won't look nice after resizing them to iPhone screen, and vice versa.

    I'm simply wondering how it will be done in GS to make Universal Build.
  • MattGibbardMattGibbard Member Posts: 45
    Sorry TheMoonwalls, I briefly read the question.

    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.
  • SparkyidrSparkyidr Member Posts: 2,033
    It's not just the images that you need to think about.
    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.
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    Sparkyidr said:
    It's not just the images that you need to think about.
    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.

    Yeah, I know it. I have no idea how it will be available in GS to make universal builds, unless you will have to create two games into one.
  • old_kipperold_kipper Member Posts: 1,420
    TheMoonwalls said:
    Yeah, I know it. I have no idea how it will be available in GS to make universal builds, unless you will have to create two games into one.

    It would be tricky, but things might work if actors had conditions switchable on device sensing in the same way the engine already recognises retina/non retina, but returned to a useful attribute within the editor. The format of the scene shapes would take some setting up, and I live a little in fear of Apple bring out a new device with another proportionally different screen config. I doubt they would do it... (crossed fingers held behind back). But as they say- 'The wonderful thing about standards is that there are so many of them.'
  • TheGamerTheGamer Member Posts: 94
    I think Universal actually streches the image a little bit to make fit, but I'm not sure. (using the retina display resolution)
  • KudasKudas Member Posts: 14
    When it will be possible?
    Thank you!
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