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App Store rejected me for the 2nd time / same issue
by Armelline ·What's happening is that the first condition is being ignored because the iOS is typed directly into the expression editor without quotation marks, which makes it invalid. Since none of the platforms -
Resolution for APP STORE
by Twayne2 ·I helped design a game where the game was designed in ipad landscape, and then stretch was selected. Done. Looks just fine. Of course the ideal devices are supposedly the bigger screens, phones look g -
Resolution for APP STORE
by RowdyPants ·iPad Pro 12.9" - 2048 x 2732 pixels (1024 x 1366 points) -
App Store rejected me for the 2nd time / same issue
by Simple Gamer Arts ·iPad is "iOS" -
App Store rejected me for the 2nd time / same issue
by Simple Gamer Arts ·This is why App Store's iPad (platform name iOS) was not reading my game. -
Android Tutorial (for Windows)
by Twayne2 ·c. The third thing to fill out is the file from the dropbox, (android-sdk). Go to build-tools, open the next thing, and find the zipalign application. -
App Store rejected me for the 2nd time / same issue
by Simple Gamer Arts ·I triple checked everything; I have specific codes for Android and for iOS. This is a sample of how I differentiate them and so far they've worked smoothly on Android, iPhone 6 (iOS 9.3.2) and iPad-mi -
Resolution for APP STORE
by mikejamesfisher ·(Quote) -
Could not code sign because there is no developer identity matching the selected provisioning . . .
by bob loblaw ·the new folder you create is called P'ayload'. drag your app project file into the payload folder (don't change the name of your app file that goes into Payload). then compress the 'Payload' folder. -
Could not code sign because there is no developer identity matching the selected provisioning . . .
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Please share your solution on overscan
by bob loblaw ·just one build for ios universal using ipad as the base and overscan should do the trick. -
Please share your solution on overscan
by bob loblaw ·as people have said, the overscan cuts the top off your screen, so you need to adjust actor y positions to suit the screen size. you should start with ipad as your default build size. -
Could not code sign because there is no developer identity matching the selected provisioning . . .
by bob loblaw ·* rename it "Payload.ipa" and select ok when your puta asks if you are sure you want to use .ipa -
Resolution for APP STORE
by adent42 ·My general recommendation is to start with the "iPad" resolution and 2x your images and adjust your UI based on device size. That ensures your game is covered for pretty much all dev -
Resolution for APP STORE
by RowdyPants ·If you’re making a ‘universal’ game (for tablets and phones) a good way is to start with the iPad template and use 2x art. Don’t check RI if you’re trying to keep your game size small. Do check RI if -
Resolution for APP STORE
by Simple Gamer Arts ·768 x 1024 (iPad) -
UltimateRunner
by Twayne2 ·It actual should be better on tablets than phones as it was designed in ipad size really. But it looks good in phone too. And guess what? No ads! (Image) -
iPad test problem
by Lokitoes ·I've just made an ipad version of my game and have ported it from my Mac to my iPad as I'd like to be able to play it on there, and it comes up saying 'Unable to Install game name here please try agai -
GameSalad Publishing Binaries (RC & Current) - Updated 2020-07-06
by adent42 ·* Fixed TweetDeck behavior crashing in iPad. -
Global Data Protection Regulation (GDPR) & You
by freneticz ·Can i use 1.25.80 to sign with on a Android game with ads working & GDPR ok, i also have 1.25.92 installed but for Android there is something wrong with zipalign when try signing