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Trajectory path and rule when angle changes
by tatiang ·The scene size is for iPad but I only tested it in Creator. 5000 is pretty darn fast. I don't think the "oldTime" loop I used will suit you. You'd need a faster loop, which others -
Trajectory path and rule when angle changes
by themagicbox ·oh I just noticed the screen shot..i tested it at 1500 and the dots are closer together (which is a good sign don get me wrong)...but is that a test on the ipad? will the spaces be different depending -
••SteamPilotHD, SteamPilotHD Lite, SteamPilot Lite••
by ShmirlyWhirl ·You had me at Steam. Once my iPad charges I'll buy it no questions asked. -
Testing InApp
by MarcoCol ·how can I test InApp-Purchases, when I made a developer build on my iPad-device? -
Cover Flow Menu
by CoolBee ·I've just been trying to use and edit the cover flow menu from DBA and I've also tried and had the exact same issue I'm having with another one called open flow, Whenever I change the background of th -
Highly effective memory optimization suggestion for games with more than one scene
by SixFeetOfMeat ·I used Instruments to track the RAM allocation on iPad 1. I found that as I progressed through the title scene (26MB RAM allocated) to the level selection scene (increase to around 65MB RAM allocated) -
Android screen resolution
by Jogos_TDA ·Another question: I already have this game made for iPad Landscape. In order to make work for Android (above) will I have to start it from scratch using Macbook platform, or is there a way I can use w -
Optimization priorities?
by jonmulcahy ·It would be awesome to let people pickup on an iPad and continue their iPhone game on a universal build. -
Game Art Tutorials
by indiegamedesigner ·Grunge Up Your Vectors - Photoshop -
HTML5 publishing size
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I have a stupid or an awesome idea about graphics size.
by imGua ·At the moment I have a game that fully supports all iOS screens. But my graphics is to low res for iPad Ratina. I'm afraid my app will be rejected because of this and it is too costly to remake all gr -
Stretch screen to fit all devices for AppStore
by BoomshackBarry ·(Quote) -
Stretch screen to fit all devices for AppStore
by Buzido ·I reckon I will start on iPad and try it that way. Otherwise I could also make an app for each device. It is way more time consuming, but it may be more beneficial (Image) -
I've started a game for the iPhone, but I want to give myself the chance to upgrade to iPad
by SnapFireStudios ·For regular iPad you need a 100x100 image -
I've started a game for the iPhone, but I want to give myself the chance to upgrade to iPad
by TheGabfather ·should make scaling up (or down) easy peasy. Otherwise heed what they've said and always start out big (even bigger than retina iPad resolution) so scaling down will also be, easy peasy. -
Universal build file size?
by SixFeetOfMeat ·Hey FBS - Our experience here at 3d6 Games, Inc. with Sums Academy (iPad/iPhone universal binary puzzle game with Retina graphics): -
I've started a game for the iPhone, but I want to give myself the chance to upgrade to iPad
by PhiHung ·So iPad resolution is just double that of iPhone's, right? -
I've started a game for the iPhone, but I want to give myself the chance to upgrade to iPad
by mounted88 ·Well you would be better off starting to make a iPad project first, because graphics won't look bad scaled down in size. Lets say iPad 100x100 actor scaled down to iPhone 50x50 won't look bad. But if -
I've started a game for the iPhone, but I want to give myself the chance to upgrade to iPad
by PhiHung ·Yep. I'm not sure how big I should scale my art up though (to iPad resolution). For exmaple, in my current game (which I've made iPhone-only for now), I already have some actors and dummy graphics whi -
I've started a game for the iPhone, but I want to give myself the chance to upgrade to iPad
by tenrdrmer ·Make your art for ipad and then scale down a copy to iPhone size. and remember iPad retina is double the ipad size. so a 50x50 actor needs 100x100 art