Best practices for multi-platform development?
xGrape
Member Posts: 5
While GameSalad seem to make it fairly easy to develop for multiple platforms, you still have to pick a target platform for your project. Changing the target later would probably allow for new deployment without changing too much of the code, but what are some best practices?
If you initially target iPhone, and later change to iPad I assume things like X and Y coords will be off because of the difference in resolution?
I did notice however that at least through the simulator, my iPhone project looked crisp even on the iPad - but probably just because I was lazy and downscaled my graphics in GS instead of importing it in the right sizes. Still, it might even make sense to do it this way to save oneself more work later?
Also, what platform would you pick for a game for Mac? "720P HD" or "MacBook"? (neither of which really make much sense naming-wise imho)
If you initially target iPhone, and later change to iPad I assume things like X and Y coords will be off because of the difference in resolution?
I did notice however that at least through the simulator, my iPhone project looked crisp even on the iPad - but probably just because I was lazy and downscaled my graphics in GS instead of importing it in the right sizes. Still, it might even make sense to do it this way to save oneself more work later?
Also, what platform would you pick for a game for Mac? "720P HD" or "MacBook"? (neither of which really make much sense naming-wise imho)
Comments
Target iphone with Res Indep checked.
Make your graphics for iphone4, as in DOUBLE the resolution. So ingame, the dimensions are 64x64 but your ART is 128x128. (make sure all art dimensions are divisible by 4 or it will be blurry)
Never use display text or it will be blurry.
Put an actor in the beginning of each scene that just says, change camera size to 320 by 480. This will make it fill the screen on ipad.
When you build, just set the project to the correct device.
You can do kindle, ipad, iphone with this method. We do mac too. Since our game is portrait, we set project to iPad but publish to mac.
maybe cause im using jumbo letters
Sorry, that was just thinking aloud, I did have a question!...
How do you ensure that the camera changes immediately, without any screen flicker? I have heard (literally years ago) that the actors at the *bottom* of the layer stack get processed first. By this logic you should put the camera changing actor right on the bottom layer?
Just wondered if you had considered this, or indeed, have had any flickering issues at the beginning of each scene?
Thanks
Wayne
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