Universal App that works on (ipad retina - ipad - ipad mini - iphone 5 - iphone 4s and

artwaveartwave Member Posts: 23
edited August 2013 in Working with GS (Mac)
Hello All,
I found people do universal apps by 2 ways, either by changing camera or by changing position of elements by using an actor that detects the device size first then re-position everything according to this size, but is there some solid experience in making a universal app that really covers all devices ? is there any project file that you could share ? i heard that camera way distort actors so is the second way is the way to go now ?
the second thing is related to the images resolution, if i am targeting all the devices mentioned, should i use resolution for ipad retina (the highest) that would be 4X, checking resolution Independence and GS will handle the downgrading of resolution for the rest? please advice
thanks

Comments

  • william24william24 Member, PRO Posts: 143
    I would like to know this as well.
  • chicopchicop Member Posts: 263
    i was just thinking, for iPad retina would it also be all images x2 as is for iPhone 4.. and what about ipad mini?
  • GamepencilerGamepenciler Artist/Game Developer Member, PRO Posts: 326
    edited September 2013
    Ipad mini uses 1024x768 display same as normal ipad

    Artist/Game Developer / Animator at your service..

  • GamepencilerGamepenciler Artist/Game Developer Member, PRO Posts: 326
    I wanted to ask, if we publish in universal does it go automatic in all platforms in iTunes? Or do we need to set up the target platform for ipad, iPhone?

    Artist/Game Developer / Animator at your service..

  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Guys, I've seen lots of people asking about this lately. The truelly honest answer is IT DOES NOT MATTER WHAT YOU USE TO MAKE YOUR BASE PROJECT FILE AS!!!!!

    GameSalad will convert any project to anyother resolution it is played on with not problem. Use what ever the hell you want for your initial settings.

    NOW FOR WHAT MATTERS!!!
    Your art work has to be large enough to cover every single device your game is played on. For iOS that means iPad retina art. No it does not matter one but that you are putting a 2048x1536 image on a 480x320 sized background actor. The only thing you have to content with is the very very very minor distortions that will happen when the aspect ratio is not the same. (BTW, this is why android development really sucks)

    But none the less even when your project file is set as iPhone when it is played on an iPad and you have bug enough art for the iPad then it will work great.

    The only other thing you have to deal with is if you want to make it just stretch out and fit or do you want to screw with ugly ugly cropping.

    Me personally I make all my games in iPhone 5 settings. Then i use artwork that is ipad retina, and From there I stretch to fit and whamo. I have a universal app.

    Oh and @ecanhoj no iTunes auto recognizes it was published for universal.


    Cheers
    Aaron
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