Question about developing for iPad & iPhone/4

UtopianGamesUtopianGames Member Posts: 5,692
edited November -1 in Working with GS (Mac)
Wondering if im missing something like an easy way to develop one game and publish to ipad and iphone/4 (i know from now on we will make all art work 2xs bigger and use the resolution independence for iphone 4) but what if i want an ipad version too in the same build?

Am i missing a trick? What do you do when starting a new project with a view to make for iphone and ipad? Do you start the target platform as iPad or have you simply got to make 2 versions?

Regards,

Darren.

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    Good question - I'd like to know too.

    Cheers,

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • ShpintShpint Member Posts: 404
    Before this update.
    I used to draw everything for the iPad then resize it down to iPhone size.
    Then put everything together in 2 separate projects.
  • mtcmusicmtcmusic Member Posts: 15
    I'd also like to know if it's possible to make and iPhone version from an iPad-sized project using the same images. Is there a way to scale everything down (as well as adjusting x,y coordinates for spawns) proportionally?
  • TouchTiltGamesTouchTiltGames Member Posts: 1,162
    I'm wondering this too but I'm guessing you'll need two versions - one iPad, one for all the iPhone/iPod touch and yes you'll have to scale and adjust everything manually from iPad size with the latest GS. Can anyone confirm?
  • MrDoodleMrDoodle Member Posts: 12
    I couldn't find anything on this, so i think (like the others) you have to scale it all manually. A lot of double work in my eye's. It would be a great feature, then everybody make there game's for the iPad, and then you also created a iPhone game.
  • firemaplegamesfiremaplegames Member Posts: 3,211
    The problem is that the iPad has a different screen ratio than an iPhone. The iPad is 3x4, like an older CRT monitor or television, and the iPhone is widescreen.
  • StusAppsStusApps Member, PRO Posts: 1,352
    Generally I start with the iPad version and keep track of every time I make reference to an actual x,y position. Also trying to change actor sizes globally, not by dragging the corners of the image. Advantage of this is that you don't have to manually resize each actor, just change it in the actors panel. I keep a list of actors as well and sizes next to me as i work.

    Then after the ipad version is done you can copy the project file and go through your list of positions that need changing in each scene and do a little resizing. Make sure to tick the resolution independence and keep your existing hi-res graphics.

    Down side is that this process does not work well for real graphics intensive games. Really you'll need to do some optimisation and changes if your game is already pushing the ipad a bit. For example my new breakbeat game. It was easy to convert to iphone but really does not perform well on a 3GS, so i won't bother doing that one for iphone.
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