universal work around?

FINNBOGGFINNBOGG Member Posts: 1,810
edited June 2013 in Working with GS (Mac)
Is it possible to create a app that asks the user the first time what device they are using. and the choice they make sets a attribute. So if 4s or lower atrribute is 1 if 5 its 2. and based on what attribute is set to the correct art is used?

I mean will apple allow that question to be asked at the beginning of a app?

I really dont like the idea of stretching any of the art work.

Comments

  • Braydon_SFXBraydon_SFX Member, Sous Chef, PRO, Bowlboy Sidekick Posts: 9,041
    edited June 2013
    There are several different methods for accomplishing Universal Binaries. Some don't require any stretching. The game will automatically scale depending on the device, so there's really no reason to ask the users which device they are using.

    Just my two cents.
  • FINNBOGGFINNBOGG Member Posts: 1,810
    edited June 2013
    I like to use every pixel of real estate a device offers. so a app made for the 4 being displayed on a 5 leaves 2 black boxes. That is lost real estate.

    My question is... Will apple turn down a app if it asks this type of question to the user? Has anyone attempted this?
  • BoomshackBarryBoomshackBarry Member Posts: 712
    You don't need to ask them the question you can check the device screen size at run time. You can read the screen dimensions and if height=768 and width=1024 then you already know they're using an iPad, or something the same size ad an ipad, etc.
  • Braydon_SFXBraydon_SFX Member, Sous Chef, PRO, Bowlboy Sidekick Posts: 9,041
    @FINNBOGG - Right, however, Apple's new rules state that all new apps submitted for iPhone must fully support the iPhone 5 - so it wouldn't matter anyway.

    To answer your question - I'm not certain. I really don't think you need to incorporate that into your app. It would just be more work for you, actually.
  • FINNBOGGFINNBOGG Member Posts: 1,810
    oh. ive been away awhile. so all "New" apps must meet iphone 5 deminsions. that are made for iphone? cool well that fixes everything hahah. apps for the iphone 5 already meet the demeinsions for the galaxy s3 and s4. that helps me out alot.
  • FINNBOGGFINNBOGG Member Posts: 1,810
    If that's the case. Why does GS still have iPhone legacy as a option?
  • Braydon_SFXBraydon_SFX Member, Sous Chef, PRO, Bowlboy Sidekick Posts: 9,041
    @FINNBOGG - Probably so that we can test to see what our apps will look like on the iPhone 4S and below.
  • FINNBOGGFINNBOGG Member Posts: 1,810
    Ahhh so that does force universals in a way.
  • Braydon_SFXBraydon_SFX Member, Sous Chef, PRO, Bowlboy Sidekick Posts: 9,041
    You can still just submit an iPhone game. It would just need to work correctly on an iPhone 5 and the legacy iPhones. However, it might be worth the extra work so that you can support all iDevices with one application. Just my two cents. ;)
  • FINNBOGGFINNBOGG Member Posts: 1,810
    Yeah but 1136x640 images stretched to 2048x1536????? I'm
    Confused how the hell does GS tell the device. This is running on a 4 do this. A 5 do this a iPad do that. You have got to have separate art work. And used based on what device is running the app.
  • Braydon_SFXBraydon_SFX Member, Sous Chef, PRO, Bowlboy Sidekick Posts: 9,041
    @FINNBOGG - You can stretch your iPhone artwork to fit any size, but it's going to look really bad. I'd recommend converting your project to iPad and then using that as your base platform. Changing screen sizes from iPad is the best way to go, plus the art still maintains a nice resolution.
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