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  1. Trajectory path and rule when angle changes

    tatiang
    by tatiang · May 2013
    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
  2. Trajectory path and rule when angle changes

    themagicbox
    by themagicbox · May 2013
    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
  3. ••SteamPilotHD, SteamPilotHD Lite, SteamPilot Lite••

    ShmirlyWhirl
    by ShmirlyWhirl · May 2013
    You had me at Steam. Once my iPad charges I'll buy it no questions asked.
  4. Testing InApp

    MarcoCol
    by MarcoCol · May 2013
    how can I test InApp-Purchases, when I made a developer build on my iPad-device?
  5. Cover Flow Menu

    CoolBee
    by CoolBee · May 2013
    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
  6. Highly effective memory optimization suggestion for games with more than one scene

    SixFeetOfMeat
    by SixFeetOfMeat · May 2013
    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)
  7. Android screen resolution

    Jogos_TDA
    by Jogos_TDA · May 2013
    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
  8. Optimization priorities?

    jonmulcahy
    by jonmulcahy · May 2013
    It would be awesome to let people pickup on an iPad and continue their iPhone game on a universal build.
  9. Game Art Tutorials

    indiegamedesigner
    by indiegamedesigner · May 2013
    Grunge Up Your Vectors - Photoshop
  10. HTML5 publishing size

    tonyjunk2@terra.com.br
    by tonyjunk2@terra.com.br · May 2013
    IF you have a landscape iPad formatted game 1024 x 768 it will work straight up on HTML5 only on Safari on a mac (not on an iPad - it does fix artwork size, BUT does not recognize the Collision event
  11. I have a stupid or an awesome idea about graphics size.

    imGua
    by imGua · May 2013
    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
  12. Stretch screen to fit all devices for AppStore

    BoomshackBarry
    by BoomshackBarry · May 2013
    (Quote)
  13. Stretch screen to fit all devices for AppStore

    Buzido
    by Buzido · May 2013
    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)
  14. I've started a game for the iPhone, but I want to give myself the chance to upgrade to iPad

    SnapFireStudios
    by SnapFireStudios · May 2013
    For regular iPad you need a 100x100 image
  15. I've started a game for the iPhone, but I want to give myself the chance to upgrade to iPad

    TheGabfather
    by TheGabfather · May 2013
    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.
  16. Universal build file size?

    SixFeetOfMeat
    by SixFeetOfMeat · May 2013
    Hey FBS - Our experience here at 3d6 Games, Inc. with Sums Academy (iPad/iPhone universal binary puzzle game with Retina graphics):
  17. I've started a game for the iPhone, but I want to give myself the chance to upgrade to iPad

    PhiHung
    by PhiHung · May 2013
    So iPad resolution is just double that of iPhone's, right?
  18. I've started a game for the iPhone, but I want to give myself the chance to upgrade to iPad

    mounted88
    by mounted88 · May 2013
    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
  19. I've started a game for the iPhone, but I want to give myself the chance to upgrade to iPad

    PhiHung
    by PhiHung · May 2013
    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
  20. I've started a game for the iPhone, but I want to give myself the chance to upgrade to iPad

    tenrdrmer
    by tenrdrmer · May 2013
    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
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