Easiest way for a universal build
TheTiger
Member Posts: 53
Hi everyone, I just wanted to know the easiest way to make a universal build.
Comments
Build for iPad resolution. When publishing, select Overscan. This will zoom the app until it detects the screen is completely filled. It's extremely easy. Just make sure you place your actors in a way that they won't be cut off using Overscan.
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I made this nifty background awhile ago. it shows the areas that are visible on each device when you start with an iPad project and select overscan.
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Hey @TheTiger,
The way @Braydon_SFX provided for you will work but you may need to do a lot of tweaking with everything to make sure it looks right on all devices!
I am posting 2 links below to 2 great ways of achieving this and they work extremely well! The GS users who created the posts provided demos you can download and referre to!
@BBEnk:
http://forums.gamesalad.com/discussion/72589/universal-builds-for-ios-and-android-and-anything-else-using-ipad-build-and-stretch-no-distortion/p1
@pHghost:
http://forums.gamesalad.com/discussion/72604/universal-build-flexible-aspect-ratio-stretch-trick-with-video-and-template/p1
This image has been imprinted on my head since the first time you posted it. Now, its like second nature when i build my apps.
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haha i'm glad you found it useful!
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Of all the ways I've seen, simply using overscan is the easiest by far. Literally. All you do is build for iPad, then place your HUD actors within an area where they won't be cut off. Thats it.
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Have to agree with @Braydon_SFX it is much easier and HUD actors can be easily moved with rules to fit the other aspect ratios. Have a read of the instructions in my signature for a more info on overscan.
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Ok thanks everyone.
What is some of my actors are on the pasteboard, beyond the edge of the screen?
you would need to adjust their positions according to the device that is detected!