Introduction of me - and a question about R.I. when using many small actors

proNounproNoun Member Posts: 8
edited April 2012 in Working with GS (Mac)
Hello everyone. I'm a total noob to app development and GS; but I get programming logic and such.

I'm going to be developing an app with a small team which involves a large number of small cubic actors (like 2x2, or 4x4, or 6x6 pixels large (not sure yet what size exactly). These actors will need to bump each other and push and generally flow through a constrained path like particles representing water flowing through a path / river.
HERE's the question: keeping in mind future ipad3 compatibility; what size particle actors would work and scale and have working physics while using Resolution Independence?????? I've read a bit on the forums and thus far I understand that in the editor i work within 480x320, and assign larger (2x2 larger, or 4x4 larger??) images to the actors so that it is that size for iphone4+ ... So will everything work fine as long as it scales up from the base 480x320??

P.S. Sorry if this has been asked before. I know I'm a noob but I'm worried that things like collisions between tiny actors in GS might not work the way I want it to?

Thanks everyone. I look forward to learning GameSalad and contributing to this community.

EDIT: Mmmm... Extra question. What do people usually do when they want to make a game for iphones and ipads. As in, do you start with iphone resolution and make it good for ipads when you're done? is it simple or complicated? Do you keep both in mind when developing? Thanks

Best Answer

  • sebmacflysebmacfly Posts: 1,018
    edited April 2012 Accepted Answer
    Hi,

    If you want to make an iPhone Retina game, the screen size in the project is 480x320
    If your graphic is 16x16 pixels for a non retina game, juste make your graphics 32x32 pixels to be retina. Your actor have to be 16x16 pixels, graphic mode stretch, and with the resolution independence checked (main menu - info), your graphic will be retina on your device.

    Same between iPad and iPad Retina.
    Non retina game : Graphic size : 16x16, actor size 16x16
    Retina game : Graphic size : 32x32, actor size 16x16
    For you to know : iPad screen size : 1024*768 and Retina iPad : 2048x1536

    So, for a Retina game, you have to double the graphic size for the Height and weight.
    Your game have to be based on the main GS creator resolution for iPhone and iPad (320x480, 480x320, 1024x768, 768x1024) You just have to change your graphic size x4 and maintain your actor size.

    Hope that helps.

    cheers!
    Sebby

Answers

  • MotherHooseMotherHoose Member Posts: 2,456
    Welcome! … @proNoun

    everybody here was as new as you at one time … most of remember the confusion!

    re: your question about iPad/iPhone for initial project development … work with the size you're comfortable with … iPhone games do play on iPad … though be sure and create your iPhone project images for retinaDisplay (twice as large as they will be in scene … then resize actorAttributes width and height to 1/2 the image W;H)

    GS doesn't have retinaDisplay for iPad yet … but still larger images size down without blur.

    Enjoy your Adventure in GameSalad!

    image MH
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