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How to publish with iPhone 6(plus)?
by jonhutto ·What if I don't want it to be for iPad? -
Release Candidate 0.12.5 is available!
by pHghost ·(Quote) -
Release Candidate 0.12.5 is available!
by jonmulcahy ·Now how come we are having the RD iPads use @3x instead of the @2x they use now? I'm affraid that is going to cause background images to get skewed with the differences in image ratio. -
Release Candidate 0.12.5 is available!
by PhilipCC ·If we were going to start voting on some of the aforementioned suggestions, before a new stable release is finalised, I'd go along with these: -
Release Candidate 0.12.5 is available!
by adent42 ·@pHghost There was another bug found yesterday that we're still working out, so no 0.12.6 today. I was able to put in the updated @3x image support so now iPhone 6+ and iPad RD will use @3x. iPad an -
Universal Build (Flexible Aspect Ratio) Stretch Trick -- With Video and Template!
by pHghost ·@colander -- The Universal method starts with iPad. The reason I made a version specifically for iPhone 5 was because I found it practical in converting my own iPhone 5 projects. -
Universal Build (Flexible Aspect Ratio) Stretch Trick -- With Video and Template!
by colander ·in landscape or portrait. I made it in iPad portrait but it can be made in any of the other project resolutions. I haven't fully tested it so it may not be 100% right check it out and see what you th -
Release Candidate 0.12.5 is available!
by BBEnk ·http://forums.gamesalad.com/discussion/72589/universal-builds-for-ios-and-android-and-anything-else-using-ipad-build-and-stretch-no-distortion#latest -
Release Candidate 0.12.5 is available!
by jonmulcahy ·I suppose if we used the iPhone6+ as the project type it remove the stretching situation and crop from the top/bottom for the iPad projects. That might be the way to go. -
Release Candidate 0.12.5 is available!
by adent42 ·You start by building your game for iPad, but keeping in mind that important game play should be in a "safe" zone in the middle of the screen. -
Release Candidate 0.12.5 is available!
by jonmulcahy ·The iPhone6's @3x graphics are a different ratio than the ipad project's 2048x1536, so the images will get skewed. What will happen is the @3x image will be scale down like in the image below, but the -
Release Candidate 0.12.5 is available!
by jonmulcahy ·Right, but I'm using the iPad project as a starting point, so the background actor is 1024x768 (1.33 ratio) and uses the @2x graphics on an iPad/iPhone5. The image is just cropped a bit on each side. -
Release Candidate 0.12.5 is available!
by MarcMySalad ·The iPad will not use your 3x graphics. Only the iPhone 6 Plus will, no other device. So all devices but the iPhone 6 plus will ignore the 3x image files completely but you will see a MASSIVE file siz -
Release Candidate 0.12.5 is available!
by jonmulcahy ·how having a @3x graphic will squeeze into the ipad project. Will it be skewed? -
Release Candidate 0.12.5 is available!
by JSproject ·Many of us would likely continue to work with iPad retina (2x) based gfx for the time being (a part from all the drawbacks already discussed with the upcoming GS autoscaling there is also no requireme -
Resolution graphics
by Creator97 ·4.I am doing my Project in iPad Landscape. I thought about that when iPhone 5s ruled the world now it s 6 and 6 Plus. I would do my other projects in iPad Landscape now again and i would place all the -
Release Candidate 0.12.5 is available!
by Socks ·October the 14th, iPad Air 2, 1640 x 983 x 36.5 pixels. -
Release Candidate 0.12.5 is available!
by Socks ·iPad Retina = compromised image quality. -
Is it reliable/safe to use Unicode symbols?
by Socks ·I tested this last year sometime, it seemed to work just fine, the Unicode showed up exactly as expected when on my iPad. -
Release Candidate 0.12.5 is available!
by jonmulcahy ·I think that is a great solution for now. Still trying to wrap my head around the Inge sizes for 3x. I currently design my artwork based on a 2048x1536 template against the iPad project type in gs. A