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  1. New here: is one device enough to test on? (iPhone 6)

    Socks
    by Socks · May 2015
    With an iPad Air 1 you will only really cover yourself (with regard to your projects viability on the iPad platform) for iPad Air 1 and iPad Air 2 (a game that plays smoothly on an iPad Air can only b
  2. New here: is one device enough to test on? (iPhone 6)

    iProdigy
    by iProdigy · May 2015
    My main priority is iOS and I already have the iPhone 6. So I am thinking, if I buy a refurbished iPad Air 1, I should be covered with iOS testing.
  3. New here: is one device enough to test on? (iPhone 6)

    Socks
    by Socks · April 2015
    For example an old iPad1 has only one quarter the number of pixels as the latest iPadAir2 (or 'half' the resolution) but as they have the same aspect ratio (4:3) then projects developed for one will f
  4. My First Game App "LugeMania Button" has over 1000 downloads on first day of Launch!

    MikeyAceStudios
    by MikeyAceStudios · April 2015
    (I made the App in the Universal Build, Starting with the iPad setting)
  5. 2x2 - Test Your Reaction

    dlaim
    by dlaim · April 2015
    As @NipaDidIt said (Image)
  6. For a start.

    Braydon_SFX
    by Braydon_SFX · April 2015
    iPad orientation. Portrait/Landscape will depend on your game. You can start with iPad and use overscan to make the game run on all devices. Just make sure you place your actors in a way that they don
  7. For a start.

    benjaminmage
    by benjaminmage · April 2015
    ipad landscape
  8. sprites turn to black in published android game

    iKandy
    by iKandy · April 2015
    Same problem here. Larger sprites are turning black when publishing an Android version. Everything looks fine on the ipad and in GS preview. Anybody else experiencing this?
  9. Publish size is to heavy....

    Summation
    by Summation · April 2015
    (Quote)
  10. ios publishing

    evert
    by evert · April 2015
    (Quote)
  11. Publish size is to heavy....

    evert
    by evert · April 2015
    But when i publish it its about 22mb and the compressed .ipa is about 9mb.
  12. Resolution Independence confusion

    RowdyPants
    by RowdyPants · April 2015
    @RossmanBrothersGames Well, 'their actual resolution' is what I'm saying. Checking 'Resolution Independence' tells GS to create different sized versions of your art to more closely match the actual s
  13. Release Candidate 0.13.10 Mac ARC with performance improvements

    AlchimiaStudios
    by AlchimiaStudios · April 2015
    (Quote)
  14. Release Candidate 0.13.10 Mac ARC with performance improvements

    viking
    by viking · April 2015
    Still, the worst thing with .14 is when I put my iPad to sleep for a couple of hours and pick up the game again. Now the animation that used to run at 60 runs at 1 frame per second. And it continues t
  15. White Square Frame Animation Glitch on iPhone Gamesalad Simulator/Tester?

    Socks
    by Socks · April 2015
    I get this too, only when running the game on an iPad.
  16. Universal Build Question

    BBEnk
    by BBEnk · April 2015
    I don't have a PC so can't check. but maybe just chack your setting and change it to iPad landscape.
  17. How many row max have you imported in csv? (survey)

    Summation
    by Summation · April 2015
    (Quote)
  18. How many row max have you imported in csv? (survey)

    CodeMonkey
    by CodeMonkey · April 2015
    @Summation maybe. Depending on the game type. If you have a game like HexWords that we have out for iPad, speed at determining word validity is need. Hitting a server every time a letter is added or r
  19. Universal Build Question

    hockeycrazy033
    by hockeycrazy033 · April 2015
    I built 90 percent of it on my windows machine. And it started as Ipad Portrait. But when i take it to mac it says ipad landscape idk why.
  20. Universal Build Question

    hockeycrazy033
    by hockeycrazy033 · April 2015
    (Quote)
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