Depends on the way you make your game , its better to start with ipad platform though. There is a nice way to make your game universal to all devices. I recommend you start by understanding how to create games first, but i understand your concerns about having a game that looks right on all devices. Its easy to do it on gamesalad so dont worry about that, but you need to understand how it works.
Gamesalad gives you 3 options of adjusting the aspect ratios when you publish your game.
Overscan This option will crop the scene in order to retain a full-screen game on various device aspect ratios.
Letterbox (wont work with apple) This option will maintain the original aspect ratio of the app, but will fill any unused space with the scene’s background color.
Stretch takes your existing scene and “stretches” it to fill the complete screen of the device. but it will result in image distortion in most cases.
Based on your earlier discussions i think you are planning to make a platform game, I recommend you start with ipad platform and use stretch but you will need to add some rules to match all devices. The good news is that you have many helpfull users in the community that shared good methods of stretching without image distortion. You can find details here in this thread with a nice video that explains how to do it.
So i recommend using the stretch method its really simple, you will find it on the link above if you watch the youtube video, it goes into more details ( just copy paste rules).
What will you need to do while designing your game if you use the stretch method? Just create a bigger background image, here is an example cause im making a platform game myself. You will notice that my background image is bigger than the display size.
Then you can test your game either on the Gamesalad preview or test it on all the devices you have.
@Icebox I see in kinda got crunched together in the android version. Is that just the background that got crunched or did some of your platforms and things that your player walks on get crunched as well? That'd be a problem
@dylanbell said: @Icebox I see in kinda got crunched together in the android version. Is that just the background that got crunched or did some of your platforms and things that your player walks on get crunched as well? That'd be a problem
Nothing happens to the platforms they only get smaller according to the device or bigger. But they are fixed. I dont know what you mean by crunched im sorry But this is exactly what happens.
This is for the ipad
This is for iphone/android
So im actually displaying the full image on android , but im cutting it on ipad instead of stretching it to fit cause it will look bad. The rest stays as it is,
If i was to stretch only without using the method it would look like this on android , You can see it stretches the image to fit and you get distortion.
But if i use the method and then stretch it adds space on the right instead of stretching all the images. So I cover this space with the background image.
Im sorry if my english is not clear trying my best
Heres a video I made on universal build starting with iPhone, this want make camera wider like above just taller, so a little easier to deal with I think.
Comments
Depends on the way you make your game , its better to start with ipad platform though. There is a nice way to make your game universal to all devices. I recommend you start by understanding how to create games first, but i understand your concerns about having a game that looks right on all devices. Its easy to do it on gamesalad so dont worry about that, but you need to understand how it works.
Gamesalad gives you 3 options of adjusting the aspect ratios when you publish your game.
Overscan This option will crop the scene in order to retain a full-screen game on various device aspect ratios.
Letterbox (wont work with apple) This option will maintain the original aspect ratio of the app, but will fill any unused space with the scene’s background color.
Stretch takes your existing scene and “stretches” it to fill the complete screen of the device. but it will result in image distortion in most cases.
Based on your earlier discussions i think you are planning to make a platform game, I recommend you start with ipad platform and use stretch but you will need to add some rules to match all devices. The good news is that you have many helpfull users in the community that shared good methods of stretching without image distortion. You can find details here in this thread with a nice video that explains how to do it.
http://forums.gamesalad.com/discussion/92067/video-template-5-minute-universalisation-with-copy-and-paste-and-almost-no-effort-free/p1
So i recommend using the stretch method its really simple, you will find it on the link above if you watch the youtube video, it goes into more details ( just copy paste rules).
What will you need to do while designing your game if you use the stretch method? Just create a bigger background image, here is an example cause im making a platform game myself. You will notice that my background image is bigger than the display size.
Then you can test your game either on the Gamesalad preview or test it on all the devices you have.
These are different results on different devices.
I hope this made sense.
'Platform' ? I think you mean 'landscape' or 'portrait' ?
@Icebox I see in kinda got crunched together in the android version. Is that just the background that got crunched or did some of your platforms and things that your player walks on get crunched as well? That'd be a problem
@Socks I think its cause of this " platform "
Nothing happens to the platforms they only get smaller according to the device or bigger. But they are fixed. I dont know what you mean by crunched im sorry But this is exactly what happens.
This is for the ipad
This is for iphone/android
So im actually displaying the full image on android , but im cutting it on ipad instead of stretching it to fit cause it will look bad. The rest stays as it is,
If i was to stretch only without using the method it would look like this on android , You can see it stretches the image to fit and you get distortion.
But if i use the method and then stretch it adds space on the right instead of stretching all the images. So I cover this space with the background image.
Im sorry if my english is not clear trying my best
Heres a video I made on universal build starting with iPhone, this want make camera wider like above just taller, so a little easier to deal with I think.