Developing for multiple platforms

LBGLBG Member Posts: 277
edited November -1 in Working with GS (Mac)
Hi,

I want to develop my new game for Mac, iPad and iPhone and was wondering what sort of pipeline people use for developing games for multiple platforms. Do you create all your assets for the Mac and the downscale to fit the others? Which platform do you develop for first?

Any help, tips or links would be much appreciated.

Thanks,

LBG

Comments

  • LBGLBG Member Posts: 277
    Anyone have any ideas on this? I'm sure that someone can help me :)
  • quantumsheepquantumsheep Member Posts: 8,188
    I haven't really done multi-platform releases (indeed, I've only done Gravitrixx and Gravitrixx HD).

    However, I'd guess that:

    *If you use Retina graphics, your art should be about double the size of the actors using it on an iPhone game.

    *This means the full size art should fit an iPad game without too much modification, if any.

    *You can make a Mac game the same size as an iPad game (screen wise).

    So I'd go for Retina display size art to start with.

    Others with more experience may want to chime in though!

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • LBGLBG Member Posts: 277
    Cheers QS. Yeah, I develop using retina graphics but was unsure as to whether or not that would be good enough for the iPad. Plus the screen ratios are different so I was wondering how people planned for that.

    LBG
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    I'm not saying I've got more experience than QS here!!! But I'll chime in:

    I worked out not long ago that graphics for Retina Display are slightly smaller than what's needed for the iPad (i.e 480 and 320 each x 2 = 960 x 640. And the iPad size is 1024 x 768.

    So if you want to do cross-platform stuff, you're better off starting with graphics for the iPad; then reducing slightly for iPhone4.

    Off course, there's possibly going to be another complication if the iPad 3 in March or April next year is going to use Retina display... your overall background graphics will need to be 2048 x 1536, for instance...

    ----------------------------------------------
    http://davidgriffinapps.co.uk/

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • LBGLBG Member Posts: 277
    Cheers gyroscope. Yeah. I though this would be the case. I'm going to need to plan my game carefully as I'll be using pixel art which means that actors at small sizes won't scale well between versions.

    Keep the ideas and tips coming if anyone has any.

    Thanks again

    LBG
Sign In or Register to comment.