Why isnt my game the right size on my i phone when testing ??
FuzzBuzz
Member, PRO Posts: 119
Hi Everyone got a small problem... every time i test my game on my phone using game salad the game image has two black bar bars, one on the top and on the bottom ( landscape app ). I tried " resolution independence" i get the same result. Even before lauching the app on my phone when in the game salad app, there's a little button i've tried that, doesn't work too. And i actually tried taking off the " resolution independence" and now the game is very " zoomed in " ( too big for the iphone screen ). Has anyone had this problem? How do you deal with it?
Comments
You have three options when publishing your game:
Letterbox: The game will be the exact dimensions you developed it in, but will be "zoomed out" so that the whole thing fits on your screen. Just like if you watch a widescreen movie on a non-widescreen TV.
Overscan: The game will be the exact dimensions, but also the exact size. So if your game is wider than the screen, the left and right will get cut off. It's like if you have a photo you try to put in a frame, but it's too wide for the frame so you snip the left and right edges off, leaving just the center area of the photo.
Stretch: You game will be stretched or squished to fit the screen of your phone. This will make it look distorted.
My guess is you're using letterbox mode with the wrong size device. If you have black bars at the top and bottom, it means your game is wider than the screen on your device (iPhone 5 is 568 pixels, iPhone 4 is 480 pixels).
Resolution independence is something different - that's related to retina displays. It uses higher resolution graphics on higher resolution devices. iPhone 3G, for example, will use smaller versions of each graphic to iPhone 4 or 5.
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If you're working in Portrait, it'll cut off the top and bottom.
If you're working in Landscape, it'll cut off the left and right.
GS defaults to landscape so that's how my brain mostly works
Held upright, an iPhone 4 has a height of 480 and a width of 320.
Held upright, an iPhone 5 has a height of 568 and a width of 320.
Turn the phone to landscape mode, and that becomes a width of 480/568 and a height of 320.
The difference is 88, so 44 pixels are cut off each edge.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
There are three fairly easy methods to deal with this:
1. Don't put anything important in those edge 44 pixels. Apple will reject your app if they're empty entirely, but should be happy enough if there is background or something in it. They're not big on 44 pixel wide forced borders, though
2. Have two copies of each scene, one sized for iPhone 4 and one for iPhone 5. Detect the screen size, and move to the appropriate scene.
3. (Preferable) Have your actors dynamically move depending on the screen size. There are a bunch of tutorials for doing this.
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You then have two options. Either calculate the aspect ratio, and go by that, or use the screen width. I researched the different device screen sizes and aspect ratios a while back, I'll see if I can dig that post out.
Here is the post in question.
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I actualy don't have a " calculate the aspect raton ". I've got Width & Hight, and even when i try to change those, they go back to their original setting... Weird