What size is the best when starting a new project for all iOS, Android devices?
cbt
Member Posts: 644
Hi all,
Until today all my games were for iPhones. (Before iPhone5)
Now that there is iPhone 5 and porting games to iPads and Androids makes sense I want to start my new project with the easiest possible workload.
What size should I start it?
If I do the project for iPhone 4 retina, will it need extra work for iPhone 5? (Auto resize?) (Or vice versa)
If I do the project for iPad HD, and use "Project Resizer" from DBA, how much work will it need for iPhone4/5? (Or vice versa)
Just tell me anything you know about this issue or please just point me in the right direction so I can read tutors, how tos.
Thanks in advance.
Until today all my games were for iPhones. (Before iPhone5)
Now that there is iPhone 5 and porting games to iPads and Androids makes sense I want to start my new project with the easiest possible workload.
What size should I start it?
If I do the project for iPhone 4 retina, will it need extra work for iPhone 5? (Auto resize?) (Or vice versa)
If I do the project for iPad HD, and use "Project Resizer" from DBA, how much work will it need for iPhone4/5? (Or vice versa)
Just tell me anything you know about this issue or please just point me in the right direction so I can read tutors, how tos.
Thanks in advance.
Comments
- Thomas
For me and my 13" screen I do all my building on iPhone 5 size and they play with cam settings for a handful of common aspect ratios and it seems to work pretty well for me.
I see. Thanks for the answer! But since I have a 28" and a 25" standing next to each other I'll go with 720p
@SnapFireStudios
Naa I'm too lazy fo' doin' seperate projects
And by the way what do you mean by "make actors move around so that it works on a 4 also"?
What kind of rules are universal?
Should I do almost all of the stuff with 'Device.Screen.Size.Width/Height' to make it work properly?