Universal Build Tutorial with Project File
UtopianGames
Member Posts: 5,692
Hi Guys,
After having a play around today i came up with one way to do universal builds without moving or manipulating any actors and without losing scene space or letterboxing.
It might not be for everyone because of the stretching on iPhone 5 but i think its better than the current methods.
Attached a project file and below is a short video tutorial to show you how it all works.
Tested a build on iPad and 3GS from our new game in development and it works as expected.
EDIT...Doesn't seem to work for none scrollable layers without having to manipulate actor positions.
Darren.
After having a play around today i came up with one way to do universal builds without moving or manipulating any actors and without losing scene space or letterboxing.
It might not be for everyone because of the stretching on iPhone 5 but i think its better than the current methods.
Attached a project file and below is a short video tutorial to show you how it all works.
Tested a build on iPad and 3GS from our new game in development and it works as expected.
EDIT...Doesn't seem to work for none scrollable layers without having to manipulate actor positions.
Darren.
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Drop project file in, select Portrait or Landscape, hit play and out comes a new project file with the actor automatically applied to all scenes at the bottom of the layer.
Make this happen .... Pretty please
iPhone 4S and below:
So if screen HEIGHT = 480,
Change attribute: camera.width to 862
Change attribute: camera.origin.X to -46
iPhone 5:
So if screen HEIGHT = 568,
Change attribute: camera.width to 1024
Change attribute: camera.origin.X to -128
iPad:
So if screen HEIGHT = 1024,
Change attribute: camera.width to 768
Change attribute: camera.origin.X to 0
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Thx so much
Yes it's possible but I'm out of the office ATM, try tweaking the camera size and offset until your happy.
If there's space at the edge after your scene is fully in then the camera size is too big.
Darren.
Thx a lot I will share my results when I come up with something.
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Darren.
I have 5 buttons for control and they all work for me.
Darren.
Its hard to say without looking.
Darren.
So it seems it wont be suitable for everyone which is a shame but at least we know about the scrollable layers now and its still useful for single screen games (in my case hence the testing) or for games that require no none scrollable layers.
Darren.
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Darren.
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Constraining position of hud dont works fine on virtual device, but i have to test it.
iPhone 5 native project.
On iPhone 4, it takes the middle 480 pixels from the iPhone 5.
On iPad - it takes the middle 480 pixels from the iPhone 5 and stretch them.
I have scrollable and none-scrollable layers, and indeed the none-scrollable layers needs an additional rules for the iPad only (because of the stretch).
I actually think the right way to go is to make a native iPhone 5 project cause most of the new devices have this aspect ratio, then for iPhone 4 take the middle 480 pixels, and for iPad stretch those middle 480 pixels. That's my 2 cents.
Roy.
iPhone 4 taking only the middle 480 pixels is fine but what are you doing with the extra space on the iPhone 5 and iPad?
With my method you can make an iPad project and use every bit of the scene.
BTW the HUD is easy sorted on the none scrollable layer by moving the actors up 46 or 128 simply do a change position Y depending on the device, see pic below.
Wayne will probably make a tool soon to do all this for you.
Darren.
This, against making an ipad project, and stretch it to a wide screen (which like i said most devices uses today) pretty much "destroys" your art.
But then again, i guess it depends on ones goal and type of project.
Cheers and looking forward to your new tool.
Roy.