Is 426 the answer? Here's a convert to iPad idea that's been in my mind and tests well...
matarua
Auckland, New ZealandMember Posts: 854
So you have a game and you want it to be on iPad too but it's all iPhone only - that's my issue.
I have tested the game on the viewer on the iPad and when letterboxed it looks OK - no stretching that looks wrong - scaled and bit softer looking - the only issue is the bad antialiasing around the GameSalad type and the letterboxing of course.
This got me thinking - could you just fill in those letterboxed bars with and larger background and adjust some things to make this work?
So I set about doing this as my own little experiment.
So to get this working properly we must change our camera size to 568 x 426 - 568 is half of 1136 which is the iPhone width, and then usually it would be 320 as the other figure which is 640 retina size - but we will change this to 426.
426 is the magic number here that makes an iPhone 5 change to the ratio of an iPad.
The camera needs to be changed to this too, 568 x 426.
Obviously things set at the standard resolution are now the incorrect size or position.
So that's where rules come in and say...
If devices screen size width is 1024 (and add 512 to preview in GS preview if you want)
Then change self.Position.Y to self.Position.Y+53 - 53 being how much we need to move the items up.
Throw that rule on all your actors that need to shift and it aligns the scene perfectly in the middle.
This might not work for every game but it's worked well for one of mine.
I just thought I would throw this out there for discussion as ideas are flowing around.
Could I just move the camera down 53 pixels instead?
Anybody got any ideas with this one - sorry for the brain dump - I did a search on the forums for 426 and it did not return anything about iPad builds or even universal builds if this could be an option.
I have got impressive results with about 1.5 hours work doing this - I am sure somebody smarter could do something better
Cheers, M@
I have tested the game on the viewer on the iPad and when letterboxed it looks OK - no stretching that looks wrong - scaled and bit softer looking - the only issue is the bad antialiasing around the GameSalad type and the letterboxing of course.
This got me thinking - could you just fill in those letterboxed bars with and larger background and adjust some things to make this work?
So I set about doing this as my own little experiment.
So to get this working properly we must change our camera size to 568 x 426 - 568 is half of 1136 which is the iPhone width, and then usually it would be 320 as the other figure which is 640 retina size - but we will change this to 426.
426 is the magic number here that makes an iPhone 5 change to the ratio of an iPad.
The camera needs to be changed to this too, 568 x 426.
Obviously things set at the standard resolution are now the incorrect size or position.
So that's where rules come in and say...
If devices screen size width is 1024 (and add 512 to preview in GS preview if you want)
Then change self.Position.Y to self.Position.Y+53 - 53 being how much we need to move the items up.
Throw that rule on all your actors that need to shift and it aligns the scene perfectly in the middle.
This might not work for every game but it's worked well for one of mine.
I just thought I would throw this out there for discussion as ideas are flowing around.
Could I just move the camera down 53 pixels instead?
Anybody got any ideas with this one - sorry for the brain dump - I did a search on the forums for 426 and it did not return anything about iPad builds or even universal builds if this could be an option.
I have got impressive results with about 1.5 hours work doing this - I am sure somebody smarter could do something better
Cheers, M@
Comments
http://forums.gamesalad.com/discussion/60342/manually-creating-custom-letterboxes-get-rid-of-those-black-bars
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