Those with Approved/Ready for Sale iPad Applications...
rebump
Member Posts: 1,058
...are you supporting all orientations with your app? How are you checking for orientation change? Just at the title screen or all throughout game play? If just at the title screen, what sort of results are you getting when they rotate after entering a non-title screen display?
I guess what I'm getting at is implementing this in an action oriented game. I see a lot of baseline positioning game attributes for points of reference, controller items, text, other indicators, etc....especially for stuff that is not on the left of the display.
Have you run into any issues? Any tips to share?
I guess what I'm getting at is implementing this in an action oriented game. I see a lot of baseline positioning game attributes for points of reference, controller items, text, other indicators, etc....especially for stuff that is not on the left of the display.
Have you run into any issues? Any tips to share?
Comments
For "Photics: Revisions - Course Correction" I'm supporting all four modes. It's AWESOME! Basically, I just had to make the HUD liquid... in other words, adapt to changing screen sizes. That wasn't too hard either... just some basic math.
I'm really impressed with GameSalad. There are some really advanced techniques that I'm doing, just by clicking/dragging a few boxes and entering a few equations.
Only selected the two for the orientation i needed
I.E. Landscape
Supports both landscape options and has auto rotate for EVERY scene checked as supports those two as well