Universal applications
The8BitMan
Member Posts: 14
Hi everyone. I've recently migrated to Gamesalad from Stencyl mainly due to the stability of the Android publishing and I've picked it up really fast. My question is about universal apps. I know that is against forum policies to ask multiple questions in one one discussion but my questions' validity are dependent on each other so it is simpler this way.
1) Is Gamesalad cable of producing universal apps or do I need to made one version for each device
2) iPhone 5's odd side ratio. How can that be dealt with so that the app can still be submitted to the app store?
You are not allowed black space (letterboxing) and cropping causes blurring and pixelation.
3) If universal apps are possible, how can I set it up so that both devices are neither cropped nor letterboxed? Something like having a background larger than the screen and using that for screen ratios
Sorry for the long question but once I know this, I won't be asking again in a while so I hope it's okay.
-Tim
1) Is Gamesalad cable of producing universal apps or do I need to made one version for each device
2) iPhone 5's odd side ratio. How can that be dealt with so that the app can still be submitted to the app store?
You are not allowed black space (letterboxing) and cropping causes blurring and pixelation.
3) If universal apps are possible, how can I set it up so that both devices are neither cropped nor letterboxed? Something like having a background larger than the screen and using that for screen ratios
Sorry for the long question but once I know this, I won't be asking again in a while so I hope it's okay.
-Tim
Comments
http://forums.gamesalad.com/vanilla/discussion/bookmark/53670/BOKWFIEDAYCE
Complete Guide to iOS Publishing {} Complete Guide to Mac Publishing
http://gshelper.com/product-category/free-templates-and-tutorials/universal-binaries/
Complete Guide to iOS Publishing {} Complete Guide to Mac Publishing
Looking around in the Gamesalad game/scene attributes, what's to stop me just setting the camera size to the device size and then either using a static or percentage based layout to setup the scene without pixelation or letterboxing?
- I've outputted my scene size variables and device size variables.
- The devices sizes changes as expected as I switch between devices/OSs.
- I have a constrain attribute behaviour that is set to update the camera size:
Yet the camera size never changes. Have you overcome this?game.Display Size.Width = game.Screen.Size.Width
But like I said, I didn't use a contain attribute. My way of doing it requires that the check be done in the first scene, and if you want to see other sizes you must change the device size in the GameSalad preview window and then reset the game. This works fine for when the app is actually delivered because the screen size won't be changing on any devices that run your app.
I don't see why this can't be used to adjust the scene but I suppose that's why you're here, right? Sorry, I hope I helped at least a little bit.
I've tried what I said and it just leaves the black bars on the side despite the scene size being larger than the displayed portion.
Easier one first: download the GameSalad Viewer (at the footer of GS's homepage). Install that on your device, make sure that device is physically connected to the computer you are working on, AND it's on the same wifi network. Then, you open that app on your device and a new preview option should become available in the GameSalad Creator that will let you run the app on your device.
The second way requires you to go pretty deep into the process of certification with Apple. You can publish your game through GameSalad as if it's complete and ready for submission, and then just use Xcode to put it on your device directly. You will need certificates and provision profiles, things that I stumbled through with many instances of trial and error before succeeding.
The first option will run the game using a form of emulation so there could still be differences once it's published.
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