We can do 2 iphone versions and 1 iPad LOL I'm joking...at the moment I have no idea about this
The only idea I have look like this: You make all actors, scenes and graphics for new iPhone resolution - this way if player uses the new iPhone, he has the whole game fullscreen, and if someone uses old iPhone, he has two small spaces cut off. For interface (HUD) actors there can be a rule, if device screen size is 568 (new iPhone), change theirs position more left, or more right. And if device screen size is 480 (old iPhone), then change their postion more to the middle of the screen.
This solution is for Landscape, but for Portrait games it'll be similar
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
it doesn't make sense to use that resolution. its an odd aspect ratio. one of the most attractive things Apple has to entice developers is the extremely small number of screen resolutions you have to support. Its even a different aspect then the nook/kindle res. This really doesnt make any sense why apple would do this to us.
I haven't even finished my first game yet and I'm already finding it a hassle to be designing my game for two different releases - iPhone and iPad. Now for a third resolution to be introduced.. 8-}
I think the "old" 960x640 games are normal in the middle of the display with free space left and right in landscape mode, apple will not scale games because then we have bad quality. then the new 640x1136 apps are full screen --- Benjamin
See, this just doesn't make sense for apple to do. Besides, the whole simulator thing was them tweaking the simulator to go to that resolution. I remember before the 4s was announced everyone was talking about how much bigger the screen was going to be and all of that jazz.
apple are really doing my head in.. for use indie devs its now even more work to make sure stuff fits for every device out there... and they say designing for android is a pain ;-)
This is one of the reasons why GameSalad has to get universal binaries straightened out. Supporting multiple screens is going to be a requirement in the future... even if you just focus on the iTunes App Store.
...and what I don't understand is... where's the problem?
The camera scales beautifully. Additionally, some simple hardware/screen detection could go a long way. Even if we just created custom scenes for the different platforms, it could dramatically reduce development time and possibly increase sales.
One of the main things I don't like about GameSalad is having to pick a platform. I shouldn't have to do that. I didn't have do that with Flash. It simply scaled to fit the screen.
The camera should have a center-point, where it expands to meet the different ratios. On scrolling games, just some more of the sides would be shown on a 1136x640 screen.
I think that resolution is a little bit weird too. A standard size is 1280x720... like a 720p television. Bump that down to 640 and the width is 1138. Why did Apple lose those two pixel columns? Why not maintain a standard 16:9 ration, which would be great for exporting games to the TV... like an Apple TV?
just create seperate games for 2 resolution or leave it like that... apple will claim the 'high res' iphone 5 is the first to have it and then will sue all other competitors.
Apple is coming out with 7in ipad after Xmas. This is real. The BOM (build of materials) is out in china and the new screens are in test. Eventually you will have 2 phone size screens like now and 2 pad screens making 4. Jobs agreed to the 7in before he died is the rumor.
I do not see why you can not leave the bigger area of the screen black or even increase the background size. The bigger issue with Gamesalad is speed of load which is supposed to be fixed in upcoming releases.
These screen size issues are really simple. They are big dog problems..
Comments
You make all actors, scenes and graphics for new iPhone resolution - this way if player uses the new iPhone, he has the whole game fullscreen, and if someone uses old iPhone, he has two small spaces cut off.
For interface (HUD) actors there can be a rule, if device screen size is 568 (new iPhone), change theirs position more left, or more right. And if device screen size is 480 (old iPhone), then change their postion more to the middle of the screen.
This solution is for Landscape, but for Portrait games it'll be similar
Now for a third resolution to be introduced.. 8-}
How are all the current games/apps going to scale to this? Either stretched of with black bars I'm guessing!
---
Benjamin
...and what I don't understand is... where's the problem?
The camera scales beautifully. Additionally, some simple hardware/screen detection could go a long way. Even if we just created custom scenes for the different platforms, it could dramatically reduce development time and possibly increase sales.
One of the main things I don't like about GameSalad is having to pick a platform. I shouldn't have to do that. I didn't have do that with Flash. It simply scaled to fit the screen.
The camera should have a center-point, where it expands to meet the different ratios. On scrolling games, just some more of the sides would be shown on a 1136x640 screen.
I think that resolution is a little bit weird too. A standard size is 1280x720... like a 720p television. Bump that down to 640 and the width is 1138. Why did Apple lose those two pixel columns? Why not maintain a standard 16:9 ration, which would be great for exporting games to the TV... like an Apple TV?
--
Benjamin
I do not see why you can not leave the bigger area of the screen black or even increase the background size. The bigger issue with Gamesalad is speed of load which is supposed to be fixed in upcoming releases.
These screen size issues are really simple. They are big dog problems..