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  1. Universal, yes or no?

    hybrid
    by hybrid · July 2015
    i think most of my apps have more downloads from iphone rather than ipad, but i think it can affect in some way
  2. Universal app... some questions

    airone747
    by airone747 · July 2015
    Hi guys, I started my work with ipad portrait and I flagged on the voice "resolution independence".
  3. State of GameSalad on 6/30/2015...

    Socks
    by Socks · July 2015
    (Quote)
  4. State of GameSalad on 6/30/2015...

    Articulator
    by Articulator · July 2015
    As Kolaba mentioned it is often extremely difficult to introduce new ideas and programs, and interestingly enough it was through the demonstration of some students games and their design processes as
  5. Mystic Equine Vagabond

    frd
    by frd · July 2015
    @NipaDidIt
  6. Splash screen with universal build.

    As_Of_Latte
    by As_Of_Latte · July 2015
    forums.gamesalad.com/discussion/72589/universal-builds-for-ios-and-android-and-anything-else-using-ipad-build-and-stretch-no-distortion
  7. Help with graphics and images

    Socks
    by Socks · July 2015
    A Retina iPad screen is 2048 x 1536.
  8. Help with graphics and images

    Socks
    by Socks · July 2015
    I'm not sure what this means, iPad 2 is non-Retina so graphics (on a half size project) would be 2x rather than 4x.
  9. Help with graphics and images

    Triangularity Games
    by Triangularity Games · July 2015
    but, wouldn't that be less efficient, or is that just ipad/2 (making graphics 4x)?
  10. Help with graphics and images

    Socks
    by Socks · July 2015
    If you really wanted to work on a full screen portrait iPad project could change your scene size to 384 x 512 pixels and your camera size to 384 x 512 pixels and work 'zoomed out' so you could see the
  11. Help with graphics and images

    Triangularity Games
    by Triangularity Games · July 2015
    (Quote)
  12. Help with graphics and images

    Lovejoy
    by Lovejoy · July 2015
    I use a early 13in 2014 Macbook Air for GS and yes i have to scroll while working on iPad portrait projects, its just something you need to get use to when working on smaller screens.
  13. Help with graphics and images

    Triangularity Games
    by Triangularity Games · July 2015
    (Quote)
  14. Help with graphics and images

    Socks
    by Socks · July 2015
    (Quote)
  15. Help with graphics and images

    Socks
    by Socks · July 2015
    Of all the Retina devices (iPad mini 2, 3, iPad 3, 4, Air 1, Air 2, iPhone 4, 4s, 5, 5c, 5s, 6, 6 plus) only the 6 plus uses 3x image assets the rest use 2x.
  16. Help with graphics and images

    Socks
    by Socks · July 2015
    GameSalad's iPad project is 1024 x 768 pixels, unless you have very (very!) old laptop with a low resolution monitor you should easily be able to fit an iPad project on screen ?
  17. Help with graphics and images

    Triangularity Games
    by Triangularity Games · July 2015
    It is recommended by most people that I have talked to to start with iPad resolution (create a universal build), and to make the graphics 2x, but 3x sounds right for iphone 6...my problem is that I ca
  18. Help with graphics and images

    Triangularity Games
    by Triangularity Games · July 2015
    But, are you designing for ipad or iphone? because @Lovejoy said:
  19. Help with graphics and images

    Triangularity Games
    by Triangularity Games · July 2015
    I want to do ipad, but it doesn't fit on the screen on GS window, so im stuck using iphone 5
  20. Help with graphics and images

    Lovejoy
    by Lovejoy · July 2015
    So twice the size or 2x if starting the project in iPad
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