Best way to create One GameSalad Universal build game for all Platforms?

Hey all, I am new to Game Salad and have been researching a ton of great info on this site.
Thanks for all the great info.

One of the few things I have not found is how to build a game that is universal across all platforms.

Basically I want to make ONE game project that works on The iPhone 5, Legacy iPhone, iPad, and Android phones.

Is it possible to create a game in GameSalad that is a universal build ...or.... do I have to create 3 separate projects for iPhone, iPad and Android.

If it is possible, How do I start my project with Screen sizes, character/image sizes, and resolution independence choices etc?

Thank you all for your help. I want to set everything up correctly before I start working on my game.

Comments

  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934

    Yes it is Completely possible. You have to decide though if you want to use overscan or stretch for your screen res.

    Overscan crops the scene to fit each device. Stretch just makes the scene you build fill the screen. No cropping but on occasion it can have a little distortion.

    Personally. I start with iPhone 5 resolution use art that is big enough for retina iPad and then use stretch. It's by far the best option in my opinion.

    You will have to do some playing and testing a decide which way you want to go. Some people start with iPad and then overscan or stretch it down.

  • bjandthekatzbjandthekatz Orlando, FlMember Posts: 1,375

    I generally don't release my games for iPad so I'll start with the iPhone 5 format, since a lot of devices have a 16:9 aspect ratio. I then use stretch to adapt to the variation of android screen sizes.

  • Thunder_ChildThunder_Child Member Posts: 2,343

    Cropping does nothing but ruin your app. Stretch...although it does exactly that....has made my games work flawlessly on all iOS devices. Cant speak for the Droids though.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    @Thunder_Child said:
    Cropping does nothing but ruin your app. Stretch...although it does exactly that....has made my games work flawlessly on all iOS devices. Cant speak for the Droids though.

    Crop works if you design your app for it. My games and client projects use crop and are universal and work and look great. If you understand how to work with aspect ratios crop works better than stretch as nothing is distorted.

  • apitlekaysapitlekays Coventry, United KingdomMember Posts: 67

    In terms of creating a universal build, I usually start with iPad size, and use overscan to adapt to other sizes. I've found this youtube video to be a useful start:

    Dat GameSalad Research Guy :D

  • UndiscoveredUndiscovered Member Posts: 22

    All of you guys are awesome.
    Thank you so much for the feedback and the ideas. I appreciate it.

    At the moment because I have not started the project, to achieve maximum universal compatibility I think I am gonna go with the iPad crop/overscan method by using independent resolution and making all my art double the size.

    Then I am going to create all my action of the game within the middle of the screen (the 16:9 ratio). Then I will fill the sides with extended floors and extended sky so it shows on iPad etc.

    That video was very helpful. Thanks a lot.

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