iPhone and ipad app packs

ChaserChaser Member Posts: 1,453
edited November -1 in Working with GS (Mac)
Since apple wants distinct differences between iPhone and ipad apps with the same title game type or include that it works for both iPhone and ipad how about GS support a multi packet publish so we can include the the iPhone and ipad version in one app. This way the end user device chooses the correct version.

Comments

  • EatingMyHatEatingMyHat Member Posts: 1,246
    Did you ever got an answer for this one?

    I'm about to publish my game, it have an iPad version and an iPhone version, but I want the user to pay only once. how is it done?
  • firemaplegamesfiremaplegames Member Posts: 3,211
    Not currently possible in GS.
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    would it be possible if you have a 2 sets of everything made in that one app? say when starting app, it will prompt use to choose between iphone or ipad device. Then it loads the correct screen size and sprites accordingly?
  • PhoticsPhotics Member Posts: 4,172
    jonmulcahy said:
    No

    Maybe you missed this thread...
    http://gamesalad.com/forums/topic.php?id=19254

    GameSalad is REALLY close to universal binary support. The problem is with the info.plist file included with the binary. The iPad will treat the app like an iPhone app because that's what the settings dictate.

    If GameSalad had a set of scenes for iPhone/iPod Touch and another set for the iPad, it would work well for Universal Binary support.

    Just today I took an iPhone game and I played it on an iPad in the simulator. By adjusting the Camera Size, it was easy. The Retina Display is really close to the iPad too, so it wouldn't be too hard to adjust the assets.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    i didn't miss that thread. I know the functionality is there, but translating that to something that is easy for everyone to use is difficult. I don't expect it to his GS for a long time. There are too many other more important things for them to be focusing on.
  • AquariusAquarius Member Posts: 282
    jonmulcahy said:
    i didn't miss that thread. I know the functionality is there, but translating that to something that is easy for everyone to use is difficult. I don't expect it to his GS for a long time. There are too many other more important things for them to be focusing on.

    uhh.. thats important dude. consumers don't wanna pay twice for apps... anyways....

    @chaser- in the meantime what u can do is have exclusive things for each devices. say more levels on the ipads versions and more playable characters on the iphone versions? u know give them a reason to buy both :) just don't rip them off.. make it worth it.

    food for thought!
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    Aquarius said:
    uhh.. thats important dude. consumers don't wanna pay twice for apps... anyways....

    @chaser- in the meantime what u can do is have exclusive things for each devices. say more levels on the ipads versions and more playable characters on the iphone versions? u know give them a reason to buy both :) just don't rip them off.. make it worth it.

    food for thought!

    but most developers want them too. universal apps would be great, but I can't say that I would take advantage of it. I'd prefer arrays / gamecenter / in app purchase before they spent any time on universal builds.
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