Being in the graphics industry since the start of the 90s, every time I see a badly put together document or powerpoint by somebody 'who doesn't know' about logos or graphics, and they distort the image/logo to 'fit' a particular shape - I cringe.
It's totally up to you, the developer, if you want to publish an app that distorts your graphics. But I liken it to the office secretary trying to fill that entire screen with the logo. Just because the space is there.
Personally I'd prefer the extra space to simply put extra wallpaper or screen background art.
I've been reading some of these threads, and a lot of people seem to think that a square 'should' be able to fit a rectangle. ei. ipad fit an iphone. No it doesn't - different shape people.
You either go with crop/letterbox and present your graphics the way you designed it (hey, black bars are fine) or go with camera tricks and distort them. And yes more people than you think will recognise a stretched screen.
@DeepBlueApps.com heres an example file using your template, if you go to iphone and then hit pause you can see what I'm talking about... do you think thered be a way to fix this?
Just to reduce confusion if things dont work for ya and you wonder why :
Found another thing worth mentioning, If you preview the game in ipad mode for example, then the value of the attribute "screen.size.width" will be 1024 right? , and when dealing with universal builds you mostly rely on this value cause you move stuff around and manipulating the camera and on and on.. based on this value.
BUT, if you preview this same ipad project on 50% preview mode, it will register the value of the "screen.size.width" to 512 instead of 1024, and this breaks your rules and can drive one crazy
So stay on 100% when using the viewer..
Cheers Roy.
Braydon_SFXMember, Sous Chef, Bowlboy SidekickPosts: 9,273
Just to reduce confusion if things dont work for ya and you wonder why :
Found another thing worth mentioning, If you preview the game in ipad mode for example, then the value of the attribute "screen.size.width" will be 1024 right? , and when dealing with universal builds you mostly rely on this value cause you move stuff around and manipulating the camera and on and on.. based on this value.
BUT, if you preview this same ipad project on 50% preview mode, it will register the value of the "screen.size.width" to 512 instead of 1024, and this breaks your rules and can drive one crazy
Is there a way to do this without stretching the iPhone 5 screen to where you would have the black bars on the sides (landscape)? That would be really helpful.
P.S. I found that -14 for the iPhone 4s camera offset works better in landscape (at least in my game)
Everything worked perfectly... except for scenes where I adjusted the height of the scene area to be greater than 768 (iPad Landscape). If I am previewing my iPad build as an iPhone, everything works until I get to a scene where I adjusted the height? All of the images get adjusted down about 30 pixels? Has anyone else had this type of experience? I have played around with various origin offset, etc... to try and counter for this adjustment but nothing seemed to work. If I turn of the controller all together, it almost looks normal, but that doesn't seem right.
If anyone has any ideas, that would be great, i will try and post some screenshots.
I realize the UB is for iOS only but can this method be used for all gamesalad's supported devices? If so, if someone were to post a list of this methods dimensions for all those devices, that person would be the most amazing individual to ever grace these forums. Just saying
@DeepBlueApps.com / Darren - thanks for yet another very helpful tutorial . Just tested this out myself and it works very nicely unless the device is rotated, then the camera offset rules breaks. There is a very easy fix for that though, just replace the two "change attribute" with "constrain attribute" (2:06 in the video). Tested via adhoc.
@flamingbanana thanks Tad. I realized that on the scenes where it wasn't working, I needed to check the box for Scrollable Background. Once I checked the box, it worked perfectly.
@jdgould You can have a none scrollable layer (for a HUD for e.g.) but you will have to move the actors up 46 or 128 (see screenshot on page 1 of this thread).
After spending several hours i have managed to get our new rotating dungeon game to work nice if the user rotates the device during play..my fault messing with the camera rotation but didn't think it would be this bloody hard lol...back to it.
Any solution for the pause screens? Sounds a bit of a nightmare with your dungeon game but glad you got something. Out of interest, do you know if Wayne plans to make a tool for this?
I have problem with UB. It works Like a charm until i rotate my phone from horisontal to horisontal. My whole scene goes down and does not center until a new scene is activated. Any suggestions?
I am having the same issue also, that when using the gs pause function the scene camera origin.Y resetting, tried constraining it and it doesnt move the screen back until the game has been unpaused.
my pause scene is partically transparent, making the temporal black bar visible :S !
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.
Darren.
A change attribute change self.position.y to self.position.y + 46 (or 128) can be used as a custom behavior and saves a little work.
Thanks for this! I also need help with the pause screen if anyone has any ideas on how to solve that problem. Everything else works great, Thanks Darren.
Comments
It's totally up to you, the developer, if you want to publish an app that distorts your graphics. But I liken it to the office secretary trying to fill that entire screen with the logo. Just because the space is there.
Personally I'd prefer the extra space to simply put extra wallpaper or screen background art.
I've been reading some of these threads, and a lot of people seem to think that a square 'should' be able to fit a rectangle. ei. ipad fit an iphone. No it doesn't - different shape people.
You either go with crop/letterbox and present your graphics the way you designed it (hey, black bars are fine) or go with camera tricks and distort them. And yes more people than you think will recognise a stretched screen.
Thanks for making the template though!
https://dl.dropbox.com/u/5079681/Bug_Example.zip
Found another thing worth mentioning,
If you preview the game in ipad mode for example, then the value of the attribute
"screen.size.width" will be 1024 right? , and when dealing with universal builds you mostly rely on this value cause you move stuff around and manipulating the camera and on and on.. based on this value.
BUT, if you preview this same ipad project on 50% preview mode, it will register the value of the "screen.size.width" to 512 instead of 1024, and this breaks your rules and can drive one crazy
So stay on 100% when using the viewer..
Cheers
Roy.
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
P.S. I found that -14 for the iPhone 4s camera offset works better in landscape (at least in my game)
Changing camera Height to 1024 camera Width to 1280 and Camera Origin X and Y to -128
The good thing about this is you can still place actors on the outer region unlike the current letterbox.
You would still build for crop in the publishing area.
Darren.
If anyone has any ideas, that would be great, i will try and post some screenshots.
Thanks...
Just saying
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Darren.
Darren.
Out of interest, do you know if Wayne plans to make a tool for this?
I didn't use the gs pause for this so not played around with that sorry.
Darren.
You could also make a rule to check if the device has been rotated if you don't want a constant constrain.
Darren.
my pause scene is partically transparent, making the temporal black bar visible :S !
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