How to Make our Games Work with the iPhone 5

AcceleratedGamesAcceleratedGames Member Posts: 201
edited September 2012 in Working with GS (Mac)
Would we have to change the camera and scene size, do we have to wait for an update from GameSalad, or will it be just like publishing for android where we don't have to change anything? Also, if there is an update needed, when will that update be available?

Comments

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    All games will work natively on the iPhone 5 with small black borders on the edges.

    I assume they will publish a new resolution with the next release, but honestly, it's just a bandage, it's time for a true universal app, or at least the ability to through logic to determine what device we are running on so we can use code to manually adjust for screen resolution.
  • osucowboy18osucowboy18 Member Posts: 1,307
    I agree Jon, after the release of the iPhone 5, Kindle Fire HD, and the speculation surrounding an iPad Mini, it's time for GameSalad to focus on a true Universal Binary feature. There are just to many devices out there for developers to have to spend a lot of time porting projects between multiple platforms and different screen sizes.

    I never placed Universal Binaries high on my priority list, but the time has come for it to get some much needed attention.

    - Alex
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    Here's one of my last posts:

    It's super easy (but not sure if this will work after publishing):
    Rule if attribute (Devices/Screen/Size/Width or Height (depends on your game orientation)) is 480 (old iPhone):
    Here put rules to change scene size, actor's positions, graphics, etc.

    And second rule:
    Rule if attribute (Devices/Screen/Size/Width or Height (depends on your game orientation)) is 568 (iPhone 5):
    Here put rules to change scene size, actor's positions, graphics, etc.

    @jonmulcahy do you think that could work?
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    it's time for a true universal app, or at least the ability to through logic to determine what device we are running on so we can use code to manually adjust for screen resolution.
    +1 on that. Black bars are not so nice and while I could live with the right and left bars that would show on the new iPhone, I can't help to fear what a game made for the new iPhone would look on the old one. It will have black bars on top and bottom?

  • AcceleratedGamesAcceleratedGames Member Posts: 201
    Hey guys - since this conversation is going on I just wanted to step in - Yes, GameSalad intends to support iPhone 5, likely with the next release - though I do not have a timeframe for that.

    @jonmulcahy - not such a bad idea, really.
    Thanks for letting us know. I'm glad we're getting fast respondes from the GS Team.
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    @SaladStraightShooter can you tell if we need graphics in both iPhone 5, and iPhone 4 resolutions, or if we can use just graphics for iPhone 5, and they will have cut sides for older devices? This would be better for big games, with a lot of graphics.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    edited September 2012
    Here's one of my last posts:

    It's super easy (but not sure if this will work after publishing):
    Rule if attribute (Devices/Screen/Size/Width or Height (depends on your game orientation)) is 480 (old iPhone):
    Here put rules to change scene size, actor's positions, graphics, etc.

    And second rule:
    Rule if attribute (Devices/Screen/Size/Width or Height (depends on your game orientation)) is 568 (iPhone 5):
    Here put rules to change scene size, actor's positions, graphics, etc.

    @jonmulcahy do you think that could work?

    That would work perfect, but would still require you to publish separate iPhone and ipad apps. if we had the ability in the project to determine what device (or at the very least, the screen resolution), then we could publish a single 'universal' app and it would be up to us to program it correctly. I think this could possibly be a quickish task on their end, until true universal support came in that didn't require user planning.



  • creativeappscreativeapps Member Posts: 1,770
    @jonmulcahy Yes I am totally agree with you. Autoresizing option require so if we are creating app for iphone it works fine for 4s and 5. Gamesalad should work start work on it besides Lua FREE.
  • floydianspiralfloydianspiral Member, PRO Posts: 308
    With the iPhone 5 finally switching to 16:9, my only guess is that the iPad mini and iPad 4 (if not this generation, the one after) will follow suit. Regardless, I think that the next solid thing we need from GS is allowing the targeting of specific devices. A resolution independent checkmark will not cut it any farther I'm afraid, the fundamental entry point of our app has to have the ability to target what we want, and decide how we want to deal with it in regards to our images and design layout by allowing us to implement meta rules before our other game code.
  • PBEmpirePBEmpire Member Posts: 676
    lol the 'new' iphone 5 is just stretched longer to 16:9 aspect ratio. so there will be black boxes at side of phone if you stick with current resolution
  • kinzuakinzua Member Posts: 554
    Hey guys - since this conversation is going on I just wanted to step in - Yes, GameSalad intends to support iPhone 5, likely with the next release - though I do not have a timeframe for that.

    @jonmulcahy - not such a bad idea, really.
    Sincerely, :-j i think i've heard that word 'timeframe' a couple of times before.. Come on guys, plz buckle up.. we need a universal builder.. at least for the iOs.. pleeeeeeease...
    [-O<
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