Different scenes for different devices?
richcoy
Member Posts: 211
A while ago I seem to remember seeing someone in the forums talk about using different scenes for different devices.
So, the very first scene would detect the device screen size and forward to the scene designed for that device. Is this possible? Does anyone have a link to this?
I have a trivia game in development that this technique would work well for since there are only about 4 scenes total but I'd like a slightly different layout for the tablet size.
Rich
So, the very first scene would detect the device screen size and forward to the scene designed for that device. Is this possible? Does anyone have a link to this?
I have a trivia game in development that this technique would work well for since there are only about 4 scenes total but I'd like a slightly different layout for the tablet size.
Rich
Comments
This channel has some nice tutorials on getting a good method going...A few tweaks here and there to fit your game and you'd be set to go: http://www.youtube.com/user/DenimShark
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I've thought the same thing. I've tried most of the UB techniques on the forum and while they work I'm not satisfied with the stretching they produce.
I'd never do it on a game with more than 6 scenes because it'd be a nightmare but for a simple trivia game using tables it seems doable if the technology can keep up.
I'm also working through adding "pass and play" multi-player capability. I'll keep ya'll informed.
Rich
or would that just have results like the stretch? tell me what you think.
I never got on with any of the UB builds either.
@KevinCross, That's what I was thinking. If I'm organized about the process it should only add about 30% more work to the project in the form of graphics and layout but the end product should look great on any device. I like your site by the way.
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I don't know the answer and keep reading conflicting things in research.
The good thing with doing separate builds is you can easily monitor the different markets - downloads and ratings/comments will be unique per device...
I've also been thinking about price point issues. I would not want to sell this game for $2.99 on the iPhone but I also would not want to sell it for less than that on the iPad. A universal build locks me in to one price point. There are way more iPhones out there and I want to hit that market well.
In addition a universal build increases the size of the app dramatically for an iPhone only user who would not use all the iPad size graphics.
Thankfully I've been focusing on the pass-and-play feature for the past few days so no time lost if I decide to go with the two app approach.
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"How does charting on the App Store work for Universal apps? Are they counted on the iPhone side or the iPad side?
When a Universal app is purchased on the iPad, it is counted towards the iPad chart. If a Universal app is purchased on iPhone, it counts towards the iPhone chart. If a Universal app is purchased on a Mac + PC, it counts towards the iPhone chart."
This thread has really got me thinking about my own app which is a universal build - it's going to be a free download so for the analytics, I'm swaying towards the approach suggested by @FryingBaconStudios - two builds.
Good luck with your decision making...