Legacy vs iPhone5 touch areas
Adrenaline
Member Posts: 523
Hi all,
I've been developing a game and testing it on my legacy iPod Touch. The game utilizes buttons on the edge of the screen, and it's been working perfectly.
I was finally able to test it on an iPhone5, and I've run into a huge problem.
In my game, I placed invisible actors on top of visible graphics. The invisible actors serve as larger touch areas for the visible graphics. I hope that makes sense. (It's not required that you understand why I did this, but I anticipated questions...so here's the answer lol)
The touch areas for the buttons on the iPhone5 are all shifted towards the center of the screen. The graphics appear in the correct place, but the invisible actors that I use to control the touching of buttons are out of place.
I published my game using Letterbox not Overscan, so I was hoping this problem wouldn't happen.
Any idea why I'm running into this? And even better, how to resolve it?
I've been developing a game and testing it on my legacy iPod Touch. The game utilizes buttons on the edge of the screen, and it's been working perfectly.
I was finally able to test it on an iPhone5, and I've run into a huge problem.
In my game, I placed invisible actors on top of visible graphics. The invisible actors serve as larger touch areas for the visible graphics. I hope that makes sense. (It's not required that you understand why I did this, but I anticipated questions...so here's the answer lol)
The touch areas for the buttons on the iPhone5 are all shifted towards the center of the screen. The graphics appear in the correct place, but the invisible actors that I use to control the touching of buttons are out of place.
I published my game using Letterbox not Overscan, so I was hoping this problem wouldn't happen.
Any idea why I'm running into this? And even better, how to resolve it?
Comments
Back when I was first starting this project, I tried to have the placement, width and height of the important actors all respond to the size of the screen/device.
It only worked if I changed the selected device in the Project Manager of GameSalad. If I simply switched devices in the drop-down menu of the viewer, it didn't respond. I also tried testing that version of my app on my iPad (with Legacy iPhone as the selected device in Project Manager). It didn't work...it was a scaled down Legacy size.
Does anyone know of a way to do what I tried to do before?
If it's not possible in GameSalad, dynamic scaling and placement would be possible if I hired a developer to code my game in a traditional way...right?
Can anyone show me where I'm going wrong?
I'm not in front of my working computer at the moment so I may be getting terms a little mixed up here, but I know there are two different screen size options to choose in the expressions...something like "screen size", and another "device size"? Something like that.
The point is...I don't understand the difference between these two terms. Why do they both exist, and which should I use for my purpose?
Thanks again for helping out, this is a huge obstacle I need to overcome and the feedback is greatly appreciated!
Device.screen.height are what you are looking for I Believe. It definitely works just takes some getting used to cause it can be kinda screwy also it doesn't work right if you base on screen size and then choose 50 % view in the creator. So you have to use the aspect ratio route or only view on 100%
-Edit-
Looks like it was a silly question. I just used the universal binaries publishing option and it seems to be responding. Oh man, I've got a lot of work to do!