Screen Size Problem (help)
Hello!
I've just recently finished my app and I want to test it out before I release it to the public for download on my iPod 4 gen. I'm using Test Flight instead of the Gamesalad Viewer because I only have window computers/laptops in my house hold. I had to buy Mac in Cloud to test it on my iPod (Mac in cloud does not let you connect your iDevice and they suggested to go through TestF Flight if you want to do Beta tests and Ad Hocs).
My problem is, when I try to test it on my iPod 4 gen its to big, doesn't fit and parts of the app are cut out. I made my app the 568 size instead of 420 because newer iDevices have the size of 568 I believe (like iPhone 5's and up also 5 gen iPods). I thought if I had Resolution Independence enabled it took care of any size screen. This particular app is only built for iPods and iPhones (I will worry about an iPad build a little later). So I want to know if I reset the screen size to 420 and kept Resolution Independence enabled will it work for my 4 gen iPod and newer iPhones and iPods?
If not how can I solve this situation?
(Also when I published my app for Ad Hoc testing I noticed options like Overscan , Letter Box and Stretch. Would I make my screen size 420 and select the "Stretch" option so it stretches to other screen sizes like the 568 I'm talking about?) Just a guess.
Thanks , Victor
Comments
Hi ;-)
You could publish the app and adjusting in GameSalad Web so it stretch, overscan or box the App if the Screen does not fit.
I'm afraid you will have to implement some rules in order to make it truly and 100% compatible.
Like if device screen with is 584= iphone 5
if device screen with is 480 = iphone 4
and so on...
(i don't have the exact values in mind right now sorry)
But we were talking about this very same thing the other day here:
Just have a look
http://forums.gamesalad.com/discussion/70534/universal-made-easier
I hope this helps
@3DMA How would I implement those rules for different devices?
One way could be implement rules to the actors you want to place.
For example, inside the actor:
If iphone 5 -> change attribute -> self.position.X = 123 & self.position.Y = 123
If iphone 4 -> change attribute -> self.position.X = 321 & self.position.Y = 321
and so on...
i hope you get the idea, sorry for my english.
This is one way to do it. I'm sure other member here can come up with another way.
;-)
@3dma okay ill try! have any advice for ipods 4 gens and 5 gens?
What you mean?
and are the iphones real or boolean
You have to use the messurements...
I made only a quick example.
The propper way would be
Create a Game Attribute (integer) called deviceSize (for example)
Create an actor called sizecheck (for example)
plaze this actor OUTSIDE of the visible area, make it smaller if you want to.
Doubleclick the Actor -> edit Prototype -> Create Rule -> Attribute -> Devices -> Screen -> Size -> Width = 584
In the DO area place a "Change Attribute" -> Attribute -> Game -> deviceSize = 1
DONE
Now copy this whole rule for every device size you want to have... and modify the game.DeviceScreen.Size.width acording to the devices you want to use and change attribute to 2, 3 and so on...
in the actual Actor you want to plaze in game you set the rules as follow:
Create Rule -> attribute -> game -> deviceSize = 1
add 2 change Attribute to the "DO" area and say
1. self.Position.X = (wherever you want)
2. self.Position.Y = (wherever you want)
This was for the first Device type (for example iPhone 5)
now you repeat this for every device Type you want and give it X and Y acording to what you need / like.
Good luck ;-)
@3dma ill try this and give you feed back
@3dma for the self x and self y I would put 568 and 320? Cause I want my screen size to change to the iDevice used. Like if someone was using an iPhone 5 which width is 568 by 420 and an iPhone 4 which I believe is 480 by 320 .