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iPhone screen sizes

Hi guys , Ive never real understood this so I just want to clarify some things. Firstly, I dont understand which iphone size to choose first. If i tick resolution independence, would that mean that it doesn't matter which size i choose first? Do i have to resize everything for different phone sizes? :confused:

Comments

  • IceboxIcebox Posts: 1,483Member
    edited June 2015

    @Slayre77 I am new in gamesalad and I faced the same issue , what i understand from reading several posts is that resolution independence is made for ios devices only. So what it means is that it will take your art and make it half the size to fit on older iphone devices that do not support retina display ( i think less than iphone 4s) . So if you are going to tick resolution independence , you will have to double the image size , in order for gamesalad to reduce the size of the image to half for non retina display devices. so it doesnt have to do with choosing platforms.

    Regarding which platform to chose , gamesalad gives you the option to publish your app with universal build so you will make your project once using any platform you want ( iphone 5 , 6 , ipad , nook anything , and you can publish it to all ios devices. then while publishing, it will give you the option to use

    stretch , which will stretch your image to fit the device
    overscan , which will crop your image ,
    letterbox ,which will add black box on the top and bottom of the screen ( i read that apple does not accept this option )

    you can try them on the gamesalad preview player and choose different platforms. The stretch option will stretch your image to fit all devices but the images would suffer distortion. People in the forums discovered ways to make it look good without distortion by using rules and selecting stretch or overscan. So in the end you can choose any platform and just make your game and choose the universal build when publishing. but I saw many people here in the forum that always recommend starting your project with choosing ipad platform and adding rules so that it would stretch on other devices without distortion. you can read about that in the forums.

    As for me , I developed a game using iphone platform and just published it for android using Stretch and tested it on galaxy tab 3 and galaxy s 5/ s4 and it looks good on all devices. so you really have to check in the end.

    I hope I was clear with my explanation and if i said something wrong please correct me.

    Thanks

  • Braydon_SFXBraydon_SFX Posts: 8,960Member, Sous Chef, PRO, Bowlboy Sidekick GameSalad Employee

    @Icebox1910 said: I saw many people here in the forum that always recommend starting your project with choosing ipad platform and adding rules so that it would stretch on other devices without distortion. you can read about that in the forums.

    You're right - I always recommend people start with iPad orientation because it's so much easier to work with if you're end goal is to have the app run on as many devices as possible. You don't have to use stretch, though - using overscan will zoom the app until it detects that the device screen is completely filled up. You don't have to add any rules to make it look good on any other device - just simply place your HUD actors in a way where they won't be cut off when viewing on smaller resolutions.

  • IceboxIcebox Posts: 1,483Member

    @Braydon_SFX thats great but wouldnt the image size affect its performance on other devices such as android ? Im just worried about that

  • Slayre77Slayre77 Posts: 115Member, PRO

    @Icebox1910 thanks for the info!! I wouldn't know if u said something wrong anyway XD

    @Braydon_SFX - I get it, but that means overscan makes the game experience slightly different on different devices,right?

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