Different scenes for different devices?

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



Comments

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    I bet it would work, but I think it's over complicating things. You can create a universal build and it'll automatically resize everything for you. No need to create dozens of rules to detect what the screen size is, then change the scene accordingly.

    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
  • richcoyrichcoy Member Posts: 211
    I've seen a few techniques, even downloaded a template from GSHelper, but it seems like they all have an issue with a little stretching or squashing, which on a high resolution device is noticeable in my opinion.
  • mounted88mounted88 Member Posts: 1,113
    If your talking about the splash page which is your first scene then you do that when you upload in the publisher under the universal tab on the left. There you enter different pics for what iDevice it's going to be on. But as far as in the game see Braydon_sfx comment ;)
  • sawkasteesawkastee Member Posts: 184
    @richcoy

    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.
  • richcoyrichcoy Member Posts: 211
    I think I'm going to try my idea, well it's not my idea but I don't remember who to credit.

    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


  • GS_MasterGS_Master Member Posts: 159
    Can't you just divide and add rules? For example 1136/960=1.183333333 and then have a rule like when device screen size = 1136 change height to height x 1.183333333
    or would that just have results like the stretch? tell me what you think.
  • KevinCrossKevinCross London, UKMember Posts: 1,894
    I was working on a project that used a scene for each device and it's something I'd probably do again. It's not that much work if you create one scene first and then copy it multiple times when the first is finished or almost finished.

    I never got on with any of the UB builds either.
  • richcoyrichcoy Member Posts: 211
    @GS_Master, Yeah, that's basically the idea.

    @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.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    It's best to just build an app for iPad and one for iPhone. This makes android integration easier as say iPhone size works great on kindle fire
  • richcoyrichcoy Member Posts: 211
    @sadida172, That's my experience too. Many people like UB and probably will not buy two versions so it's better to get that extra $1 upfront.
  • darrelfdarrelf Member Posts: 243
    Is another thing to consider rankings - i.e is a universal build better to avoid dilution in rankings?
    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...
  • richcoyrichcoy Member Posts: 211
    @darrelf you bring up a good point about the different markets.

    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.
  • imGuaimGua Member Posts: 1,089
    Depending on the device (depending on device resolution) I set different size and position for the camera and spawn\scale hud in different position and size. But this approach do not suit every type of game.
  • darrelfdarrelf Member Posts: 243
    edited October 2013
    @darrelf you bring up a good point about the different markets.

    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.
    @richcoy I've also found a posting by Apple staff in the Developer forums (2010) regarding rankings.

    "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...



  • guillefaceguilleface Member Posts: 1,014
    what i did for my baseball game was to do it first in the ipad screen size, then i copy that scene and moved everything so it fits on the iphone 5 when using crop. now in the main menu i have a unlocked actor,when device size =568 change iphone 5 to true, so when i click my play button i have if ipad is true to go to the ipad scene, if iphone 5 is true to go to the iphone 5 scene. this is easy only if you entire game is on one scene.
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