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  1. State of GameSalad on 11-13-2017

    Japster
    by Japster · November 2017
    (Quote)
  2. State of GameSalad on 11-13-2017

    Japster
    by Japster · November 2017
    (Quote)
  3. State of GameSalad on 11-13-2017

    Japster
    by Japster · November 2017
    (Quote)
  4. State of GameSalad on 11-13-2017

    celta15
    by celta15 · November 2017
    (Quote)
  5. State of GameSalad on 11-13-2017

    adent42
    by adent42 · November 2017
    iPhone X). It's simply a logistics thing. The iPad target will be updated soon, I just wanted to get this sub-release out ASAP.
  6. State of GameSalad on 11-13-2017

    AlchimiaStudios
    by AlchimiaStudios · November 2017
    Yeah doesn't seem so critical it should push a build back. I guess a few people are exclusively building for iPad and not universal?
  7. State of GameSalad on 11-13-2017

    Armelline
    by Armelline · November 2017
    He's saying that iPad support is given through the iOS Universal publishing option, and they're also supporting the iPhone publishing option, but it's so rare that people publish ONLY for iPad, that t
  8. State of GameSalad on 11-13-2017

    pHghost
    by pHghost · November 2017
    common and used. They probably see very little iPad-only builds getting done on the server and so decided that it's not worth their time to update that currently (I don't know how much time it takes
  9. State of GameSalad on 11-13-2017

    unbeatenpixel
    by unbeatenpixel · November 2017
    (Quote)
  10. State of GameSalad on 11-13-2017

    adent42
    by adent42 · November 2017
    @supafly129 It's probably best to just use the existing iPhone 6 resolution (or iPad) and adjust your UI inside safe zones or to automatically adjust based on resolution. I know it's a pain, but that'
  11. State of GameSalad on 11-13-2017

    CaptFinn
    by CaptFinn · November 2017
    "We're only going to update the iOS Universal and iPhone builds, if anyone REALLY wants iPad, let me know."
  12. State of GameSalad on 11-13-2017

    celta15
    by celta15 · November 2017
    (Quote)
  13. State of GameSalad on 11-13-2017

    adent42
    by adent42 · November 2017
    and iPhone builds, if anyone REALLY want iPad, let me know.
  14. 3D Walkthrough and Animation

    3Dpraxisstudio
    by 3Dpraxisstudio · November 2017
    into the ultimate result even before the principal stone is laid. Our 3D display engineering pictures accompany mind boggling points of interest as far as rendering, finishing and demonstrating. Furt
  15. .EVADE - Available Now for Free!

    ryanb4257
    by ryanb4257 · November 2017
    (these are all for iPhone, since less than 10% of downloads are on iPad)
  16. .EVADE - Available Now for Free!

    ryanb4257
    by ryanb4257 · November 2017
    (Quote)
  17. .EVADE - Available Now for Free!

    rainwaterstudios
    by rainwaterstudios · November 2017
    Thanks for the support! I know what you mean about the finger control interfering with your view, particularly on a smaller device such as on an iPhone, as opposed to a larger tablet or iPad. I've act
  18. Doodle Jump tutorial – anyone?

    Village Idiot
    by Village Idiot · November 2017
    The thing is that it's set up for iPhone legacy and I'm making my game on iPad/universal. It seems to me that once you try and change the size of the game it affects the way the platforms work due to
  19. Display text not working in Ad-Hoc testing, images are much lower quality

    ryanb4257
    by ryanb4257 · October 2017
    UPDATE: When I tried an ad-hoc build on an iPad air running iOS 11.0.1, the low image quality issue was no longer present, but text still didn't display. Additionally, I tried importing the fonts (bot
  20. Trouble with camera resize and angle calculations

    Adrenaline
    by Adrenaline · October 2017
    My game project is built for iPad Portrait. Everything works great when testing at this size. But when I change the device to anything else and set it to Stretch, the camera rules in the unlocked acto
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