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Please share your solution on overscan

I have searched, tried different methods online, even once in GSHelper but still can't get the overscan logic to work for iphone game. My game size is in ipad format - 768x1024.

iphone 5 & 6 with overscan still cuts off the width of my game

Comments

  • jsorr2jsorr2 Posts: 279Member

    overscan should only cut out the height... You must have changed camera settings. The camera should be left the same for ipad. So Camera Width 1024, Height 768. If you changed that, it would become smaller.

  • sysadssysads Posts: 146Member

    @jsorr2 said:
    overscan should only cut out the height... You must have changed camera settings. The camera should be left the same for ipad. So Camera Width 1024, Height 768. If you changed that, it would become smaller.

    Under scene attribute, I have width as 768 & H: as 1024. Then in camera section I have same settings.

  • SocksSocks London, UK.Posts: 12,822Member
    edited November 2014

    @jsorr2 said:
    overscan should only cut out the height...

    Overscan will crop (or 'cut') whatever you need it to . . . . with a 4:3 iPad project as your starting point and a 16:9 iPhone at your target device, a landscape project will have its height cropped down, whereas a portrait project will have its width cropped.

  • SocksSocks London, UK.Posts: 12,822Member

    @sysads said:
    still can't get the overscan logic to work for iPhone game

    What are you trying to achieve ? Saying that you can't get it to work doesn't really give people anything to go on.

  • sysadssysads Posts: 146Member

    From tutorials, if I am to build a game for iphone, its recommended to use 768 x 1024 screen size. I have setup all my backgrounds using this size and placed my actors that needs to be close to the edge of the screen.

    When i preview, its fine with ipad portrait since its a portrait game but preview with iphone 5 or 6 using overscan cuts off the widths and part of my actors.

    Thats what I am trying to fix. 2 of my games so far, I have not been able to publish on apple store because of this.

    Thanks

  • SocksSocks London, UK.Posts: 12,822Member

    @sysads said:
    When i preview, its fine with ipad portrait since its a portrait game but preview with iphone 5 or 6 using overscan cuts off the widths and part of my actors.

    What would you like to see when you preview with iphone 5 or 6 using overscan ?

  • ArmellineArmelline Posts: 4,733Member, PRO

    @sysads said:
    From tutorials, if I am to build a game for iphone, its recommended to use 768 x 1024 screen size.

    This screen size is recommended if you want to build a game for iPhone AND iPad. If your game is definitely definitely only ever going to be iPhone, build with a size of 320x568 and it makes everything a lot easier. Then it's just a matter of compensating for iPhone 4.

  • sysadssysads Posts: 146Member
    edited November 2014

    @Socks said:
    What would you like to see when you preview with iphone 5 or 6 using overscan ?

    All I want to see is my actors don't get cut at the edges. I have tried this tutorial but still not working

    http://gshelper.com/shop/free-templates-and-tutorials/using-universal-binaries-in-gamesalad/

  • sysadssysads Posts: 146Member
    edited November 2014

    This is frustrating. I have spent hours, days trying to figure this out. No progress. really difficult to make any iphone game if one is facing issues like this :'( . I have tried changing game size to 768 x 1136, no luck with iphone 5 using overscan or letterbox or stretch. Was hoping that would work with legacy iphone.

    I really don't know how you guys that have successfully submitted to iphone are able to do it. If only there was a documentation on GS on how to overcome this, life could have been easy.

  • SocksSocks London, UK.Posts: 12,822Member

    @sysads said:
    All I want to see is my actors don't get cut at the edges . . .

    The question is what 'would you like to see' rather than what you don't want to see.

    I could have worked out that you don't want your actors cut off without asking you ! (I am a mind reader :p ), but I am wondering what you want to see, or what you are expecting to see . . . . for example do you expect to see the project squash/squeeze to fit the iPhone screen aspect ratio ? Or are you wanting something different ?

  • sysadssysads Posts: 146Member
    edited November 2014

    @Socks said:

    Ah I see what you mean :), all I want to see is the game images fit into the different phone sizes while maintaining the actors and graphics looks. not squashed or elongated but just retain its original form. It does not matter if they become smaller in some phones but as long as they maintain their shape, am fine with it

  • SocksSocks London, UK.Posts: 12,822Member

    @sysads said:
    Ah I see what you mean :), all I want to see is the game images fit into the different phone sizes while maintaining the actors and graphics looks. not squashed or elongated but just retain its original form. It does not matter if they become smaller in some phones but as long as they maintain their shape, am fine with it

    So, you want a 4:3 aspect ratio project (iPad) to fit into onto 16:9 aspect ratio screen (iPhone) without anything being squashed or elongated ?

  • sysadssysads Posts: 146Member
    edited November 2014

    @Socks said:

    Now this is the irony, when designing game for iphone, what aspect ratio is one meant to use? All templates I have seen and worked with are all designed with ipad size and there are tons of conversation that this would work on iphones

  • BBEnkBBEnk Posts: 1,764Member

    You might also check out my thread below this will actually put you 4:3 in a 16:9 with no distortion, and will work on any device, video and templates inside.

    http://forums.gamesalad.com/discussion/72589/universal-builds-for-ios-and-android-and-anything-else-using-ipad-build-and-stretch-no-distortion/p1

  • SocksSocks London, UK.Posts: 12,822Member
    edited November 2014

    @sysads said:
    Now this is the irony, when designing game for iphone, what aspect ratio is one meant to use?

    If I wanted to make a game for a specific device I would work to the aspect ratio of that device.

    @sysads said:
    All templates I have seen and worked with are all designed with ipad size and there are tons of conversation that this would work on iPhones

    I don't know the particular conversations you mean, but I expect they are about universal builds rather than specifically iPhone builds, for a universal build an iPad project is the way to go.

    Personally I would build for iPad, and then for the iPhone project move some elements around to accommodate 16:9 - and then overscan.

  • sysadssysads Posts: 146Member
    edited November 2014

    @Socks said:
    Personally I would build for iPad, and then for the iPhone project move some elements around to accommodate 16:9 - and then overscan.

    In your case, this means you publish one for iphone and another for ipad. Is that correct as it sounds like an easier method for me.

    @BBEnk‌ thanks for the link, I am lookign at it now

  • bob loblawbob loblaw Posts: 292Member, PRO

    i have one game up so far, all screen sizes work (even if iphone x was a pain in the arse due to its abnormally long and flat screen size).

    as people have said, the overscan cuts the top off your screen, so you need to adjust actor y positions to suit the screen size. you should start with ipad as your default build size.

    for each variation, at the start of your game, have an integer attribute called "device type" and an actor that is on your first scene that determines your screen size, based on the below (are for landscape, so swap if doing portrait):

    1024 (w) 768 (h) - ipad mini 2,3,4; ipad 3,4; ipad air, air 2; pro 9.7
    667 (w) 375 (h) - iphone 6, 6s, 7, 8
    568 (w) 320 (h) - iphone 5, 5c, 5s, se; ipod 5g
    480 (w) 320 (h) - iphone legacy (3, 4)
    812 (w) 375 (h) - iphone x
    736 (w) 414 (h) - iphone 6+, 6s+, 7+, 8+
    1112 (w) 834 (h) - ipad pro 10.5

    your device detect actor should allocate an integer value to device type, depending on which screen size you are using (eg. if screen.size.height = 375 and screen.size.width = 667 (iphone 6, 6s, 7 or 8) change attribute device type to 2 for example, and a different integer for each screen size).

    then any actors on your screen you need to adjust for devices would have a rule stating if device type = whatever number you have allocated to each device, change attribute sef.position.y to self.position.y (+/- however much you want to move it).

    hope that helps.

  • bob loblawbob loblaw Posts: 292Member, PRO

    @sysads said:

    @Socks said:
    Personally I would build for iPad, and then for the iPhone project move some elements around to accommodate 16:9 - and then overscan.

    In your case, this means you publish one for iphone and another for ipad. Is that correct as it sounds like an easier method for me.

    @BBEnk‌ thanks for the link, I am lookign at it now

    just one build for ios universal using ipad as the base and overscan should do the trick.

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