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Universal Build .. im like ugghh :P

Ive worked with gamesalad since 2011 and as soon as they announced universal build ..... it worked perfectly ... I stopped for 2 years and I came back and im trying to do universal build again and every tutorial I've checked... doesnt work pls help?

Thank you :)

Answers

  • bob loblawbob loblaw Posts: 174Member, PRO

    @Yousef_ said:
    Ive worked with gamesalad since 2011 and as soon as they announced universal build ..... it worked perfectly ... I stopped for 2 years and I came back and im trying to do universal build again and every tutorial I've checked... doesnt work pls help?

    Thank you :)

    hi yousef (i'm assuming you are talking universal builds so your app plays on all devices)

    universal builds can be a pain in the backside. i used overscan on my first game. works fine but for wider screen devices it squashes all your actors into a narrower space than your original build (you basically need to have your actors/instances all adjust for the space).

    in the game i am developing now, i am using stretch, which i find works a heap better. i have screen adjustments for all apple and most android devices set. if i get a chance, i will put something on here soon as a demo or i might just list the adjustment ratios, that may help you and others out. probably wont be for about a week though as i found when i was getting on here too much it was taking away from my dev time.

  • BBEnkBBEnk Posts: 1,764Member, PRO

    @Yousef_ said:
    Ive worked with gamesalad since 2011 and as soon as they announced universal build ..... it worked perfectly ... I stopped for 2 years and I came back and im trying to do universal build again and every tutorial I've checked... doesnt work pls help?

    Thank you :)

    I have videos on Youtube on how to achieve this. It's really not that hard to create one build for all devices iOS or Android, ETC.

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