Will ipad size stretch down on iPad mini?
AJaymz
Member, PRO Posts: 164
I'm thinking of making an iPad only game. The true size of an iPad screen is 1024x768. I have actors placed specifically around the border. Will these actors be visible on an iPad mini if I select stretch? Or is stretch only for upsizing? I don't really want to use the resolution indepemdence unless it's required to make it work on iPad mini because I already have a lot of artwork created to the size I want. So basically I'm just wanting to know if I create a game in ganesalad for iPad, do I need to worry about the iPad mini or will it look the same as on the iPad 2,3 or Air. Any help would be appreciated.
Comments
If we are talking about current iPad model 3,4,5 and 6, then the screen size is actually 2048 x 1536, the same is true for the latest iPad-minis, both the 2 and 3 are 2048 x 1536.
I'm not sure what this means, using resolution independence doesn't mean you have to change anything about your artwork, it simply produces a lower resolution set of assets for lower resolution devices (iPad 1, 2 and iPad mini 1).
It will look the same, you don't need to worry about it beyond whether your design works at the smaller size (i.e. are the buttons now too small?).
@socks. Thanks for the input. I was going off of the screen size in gamesalad creator. It's 1024x768. I was just worried if I put a button on the very edge then iPad mini wouldn't see it because it's screen size is smaller. But in reality the pixels is the same. So it wouldn't matter.
I read the new way for resolution independence is to make images 3 times the size they should be. But if mini shows the same as big ipad then I don't have to worry about that. Thanks!
A GameSalad iPad project is half the size (pixel count) of an iPad Retina screen, that is why you need to create your image assets at x2 the size of the actors.
An iPad-mini screen is smaller, but that doesn't mean an app displayed on an iPad-mini screen is the same size as on a normal iPad but with the sides cropped off, that would be insane ! An app displayed on a smaller screen is displayed smaller, not cropped.
Think of it like this, if you are watching a movie on your 40" TV in the living room, Tom Cruise is killing some aliens, then because it's late you decide to go to bed, but you want to catch the end of the movie, so once you are in bed you switch on the little 18" in your bedroom, is the top of Tom Cruises head cropped off ? . . . or is the whole image smaller ?
So, if you put your buttons close to the edge of one 2048 x 1536 screen (say, on an iPad Air), then they will also be in the same place, close to the edge, of another 2048 x 1536 screen (say, and iPad mini 3).
And even if the resolution of the screen changes (let's say from a Retina iPad Air to a non-Retina iPad mini 1) the buttons will still be in exactly the same place, as the shape of the screen (the aspect ratio) has not changed.
The whole resolution system is in flux at the moment (for me at least), but if your goal is an iPad only game then you can ignore x3 assets . . . this is the best plan . . .
Build your project using a GameSalad iPad project.
Make all your assets x2 (so a 140 x 140 pixel actor needs a 280 x 280 pixel image)
This (effectively 2048 x 1536) project will translate to iPads and iPad minis perfectly.
If you want to support iPad 1, 2 and iPad mini 1 devices then use Resolution Independence and when publishing check 'Legacy Resolution Independence'. This will take your (for example) 280 x 280 pixel image and create a 140 x 140 pixel image for the non-Retina devices (iPad 1, 2 and iPad mini 1).
@socks. You explained that perfect! Thanks