Automatically change actor size/position for different device aspect ratios (Template)
nikkon
Member, PRO Posts: 111
Hi,
Thought I would share a template I created to convert my iPad app "Loopy Lost His Lettuce" to iPhone/android version.
It basically works out the percentage difference between the devices screen aspect ratios and moves/resizes the actor accordingly.
This has allowed me to create one version which will move actors to the correct position on all devices irrelevant of screensize (with overscan enabled). I mainly used this on all overlay HUD actors. The majority of my project was designed within the android 4:3 area.
I'm still relatively new to gamesalad so if you find any issues let me know. I'm sure the template can be improved so feel free to modify/improve and post it back to help other users.
Also note as my project was created at iPad retina res, for the iPhone version I resized all my images by 50% from within the gamesalad project file. This set the images close to the native iPhone resolution and improved performance quite a bit.
Hope this of some help.
Have uploaded template here > http://www.mediafire.com/?2g0j7wuls7i12wo
Thank,
Nick
Thought I would share a template I created to convert my iPad app "Loopy Lost His Lettuce" to iPhone/android version.
It basically works out the percentage difference between the devices screen aspect ratios and moves/resizes the actor accordingly.
This has allowed me to create one version which will move actors to the correct position on all devices irrelevant of screensize (with overscan enabled). I mainly used this on all overlay HUD actors. The majority of my project was designed within the android 4:3 area.
I'm still relatively new to gamesalad so if you find any issues let me know. I'm sure the template can be improved so feel free to modify/improve and post it back to help other users.
Also note as my project was created at iPad retina res, for the iPhone version I resized all my images by 50% from within the gamesalad project file. This set the images close to the native iPhone resolution and improved performance quite a bit.
Hope this of some help.
Have uploaded template here > http://www.mediafire.com/?2g0j7wuls7i12wo
Thank,
Nick
Comments
When i published my;
iPad version I set 'Platform' within gamesalad to :iPad Landscape: with "IsPad" to True.
For iPhone version i set 'Platform' to "iPhone Landscape" with "IsPad" set to false
For the android/Nook/Kindle version i set 'Platform' to "Kindle Fire Landscape" with "isPad" set to false.
On your project when you say:
change attrib game devicewidthno to (1024-(1024*((( game.Screen.Size.Width / game.Screen.Size.Height )/(1024/577)*100)*0.01)))/2)
1024 x 577 is camera size isipad is false really?
and the two first 1024-(1024?
Game device height is calculate on 768 (ipad height)-577 (camera height)?
And at finally,
game devicepercentchange is (( game.Screen.Size.Width / game.Screen.Size.Height )/(1024/577)*100)*0.01
1024/577 is another time camera size really?
I have to check RI i know, but my project was made on iphone legacy and my scene is 2048x512 with camera size 480x320 and i want to test how works with that resize techniques.
Its using overscan all time really?