Mac App Store: Portrait Publishing

butterbeanbutterbean Member Posts: 4,315
edited November -1 in Working with GS (Mac)
I've done a search on this and seen a few threads from months ago, but I wanted to know, has anyone here published a Mac app store game in portrait mode?

If so, what screen size did you use?

I noticed there are some games in the Mac app store that utilize portrait mode, but not sure if Apple will reject it, and what size it should be.

Any help appreciated!

Comments

  • PhoticsPhotics Member Posts: 4,172
    I haven't tried it, but I was thinking of simply using a retina display iPhone game, and having it open in regular mode. Then, in full-screen mode, it should look nice. I don't know if Apple would have a problem with a windowed app.

    Also, for a quick way to launch a portrait app... especially if it doesn't scroll... just fill the background with a big image... like a cut-out. With the improved camera support, just manually set the scene's camera to 1280x800. Then, plop in some graphics on the sides/top to fill in the blank space. I don't recommend it, but once you see you can mess around with the camera, that might help out.
  • StusAppsStusApps Member, PRO Posts: 1,352
    uptimistik said:
    from Jonmulcahy a few days ago:

    It needs to work on all current Mac versions, so 768 is the highest.

    That's not entirely true.

    I published monkey up in portrait on the mac with a height of 1024.

    If you select for the app to start in full screen then it is fine and will scale to the vertical of whatever system it is on. Then when you press esc it will scale to a window that fits the screen. However if you start in non-fullscreen then 768 is the max.

    As phonics said a 640x960 retina setup is pretty good for a windowed mac app.
  • butterbeanbutterbean Member Posts: 4,315
    @Photics: Thanks for the tip, I'll give that a try, the only issue is to save loading time, I do have multiple sectors in one scene, so I'll have to fix that up to get this to work. I'll have to experiment with various things, and see what looks best, thanks for the tips!

    Thanks for the help guys!

    Update: Decided in the end to cave in to the 1280X800, and redo the app according to those dimensions. It was a bit more work, but not too hard to do manually :)
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