Universal Build - a different way?
buftea
Member Posts: 43
Hello guys and girls! I have a concept for UB in my had , but I can't really find an easy way to do it. Can you help me with some advice or redirect me to a thread that talks about this, because I can't find it.
I want a common experience for all users (no matter the resolution)
I created a simple game with portrait 3/4 aspect ratio. When I open it with portait 9/16 , I want it to keep it's aspect ratio but also it's width. The empty space on top and bottom I want to fill with more stuff.
The only idea I have is to use stretch mode, and recreate every width/height/location(x,y) of every actor in relation to the width of the device screen based on formulas with Change Attribute. But that's a lot of work .
Comments
Search the forums there are many methods, but yes many of them do require work. There are so many device sizes on android it makes things tricky. The easy way is to use safe zones and crop. If you look in preview in creator, going from ipad to iphone 5 crops about 50 pixels around the edges. If you keep your layout inside those 50 pixel zone, you will be fine.
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I have a thread on this and I think theres a template in there for exactly what your looking for.
this is for starting with iPad using stretch and it will make scene wider, watch first video on page 3.
http://forums.gamesalad.com/discussion/72589/universal-builds-for-ios-and-android-and-anything-else-using-ipad-build-and-stretch-no-distortion/p1
this is for starting with iPhone5 or ETC, also using stretch but makes scene taller.
http://forums.gamesalad.com/discussion/89605/universal-build-starting-with-iphone5-project-and-again-using-stretch#latest
but with both version you can just offset camera and get the effect your looking for in your post.