How to support iPhone5 resolution

Hi guys,
I need to update my game on App Store and,due to new iOS guidelines,I have to fully support the iPhone 5 resolution;
but I'm not sure how to do it.
I tried to check the "Overscan" option when generating the app,but it just zoom in the center,and the sides of the UI are compromised...How to I fix it in order to publish my update?
Thank you for your help!

Comments

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
  • saif_shammarisaif_shammari Member Posts: 128
    @TryAgain
    This is another way
    I made my game resolution from this tutorial
  • WbokoWboko Tennessee, USAMember, PRO Posts: 621
    This works great, just be careful if you are using the "pause behavior" in your game as it will slide the whole screen over when you un-pause...
  • TheGabfatherTheGabfather Member Posts: 633
    edited May 2013
    If it works with your game, try the method mentioned in this thread. I like it a lot :) you can tweak it a little here and there for some actors for flexibility, but it works fine.
  • TryAgainTryAgain Member Posts: 25
    Hey guys,tried to use this tutorials,but they don't work in my project..I think that's because the camera tracking area is 0,0 in my project,as I have the "cam" actor who controls it,I need that for swiping feature..That's pretty hard to work with,I think...
  • gamesfuagamesfua Member Posts: 723
    @tryagain you had it right the first time. If you look at a standard iPhone 5 project scene, imagine the center square (camera markers) as your iPhone. 4 screen. The left and right sides are what an iPhone 5 user will see. The overscan option essentially crops out what the device can't handle. Meaning on an iPhone 4 it will not display (in the example above) the left and right sides. Your goal is to design the game so that the left and right sides are merely there as bonus for iPhone 5 users. But that the majority of the action stays within the confines of the iPhone 4 screen. Make sense?
    Now if you want to get more detailed you can always put a line of code in that says IF screen width is 568 then move joystick controller to x (etc). If width is 480 then move joystick to y (etc). Does that make sense? Meaning you can make better use of the screen dimensions by having the device detect which device it is, and therefore modify itself slightly to take advantage of whatever screen room it has.
  • TryAgainTryAgain Member Posts: 25
    Ok,I'll try this!Ty for your support!
  • kobayaashikobayaashi Member, PRO Posts: 143
    Hi guys - I have a quick question, and was hoping someone could assist : I've just re-built a game which I'm expecting to be rejected owing to black bars. I created a new project file with the iphone landscape setting, and images sized accordingly. I added the generated app as an ad hoc onto my iphone 4, expecting to see the cropped version, only to find that I now seem to have black bars at the top and bottom of the screen. could somebody please let me know what I'm missing? Cheers!
  • kobayaashikobayaashi Member, PRO Posts: 143
    Arse. Got it. Cheers anyway....
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