This is mostly directed
@bowerandy about above sample but also to anyone who knows how to setup project properties for the different resolutions in a Universal iOS project.
I downloaded the source after reading his post on his blog about multi touch gestures
http://bowerhaus.eu/blog/files/multistroke_gestures.html#.UIIeI2fquSoI managed to get it to work(after much fiddling with paths and folders) on the players for iPhone and iPad so decided to see what it would look like running on a real device as an app so fired up xcode and loaded the project.
Looking at the project in xcode I see it is "Universal" type so first plugged in my ipad 1and ran the build. Everything worked "as advertised"
Next I disconnected the iPad and plugged in my iPhone 4s and ran the app on it. Unfortunately, although it is a universal app the results were graphically disappointing. See attached image.
This image is a screen dump from my iPhone and the white space you see actually is the screen boundary. What this means is that the brown background image shows up very small in the center with all this white space around, Hence the notepaper image is even smaller and the house icon so tiny it is unusable. On the iPad there is no white space and the brown background fills the screen.
This has to be something with the 4s retina display and the sizes of the graphics images and the project settings. While there is a tiny bit on the "Ultimate Guide" about multi rez I have not found anything else explaining how to create these Universal apps and how to set up the project properties in the Gideros IDE for the number of display resolutions a Universal App has to cater to.
So is there a link to any documentation where these project settings are explained properly?
Comments
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
Thanks for your reply. I know about the Rt click - Project properties. What I want to know is how they work and how to set them up properly. I want a link to some proper documentation rather than wasting time on trial and error testing.
So is there a link to some documentation about this?
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
But actually, @bernard, I agree with you, this multi-res stuff is confusing and, frankly, I haven't tried to work it out yet. What we need is an example project that works in pixel perfect resolution (I don't see professional results coming from anything else) across all devices both iOS and Android.
I remember that there was an article on the C*sdk website some time ago showing how to "bleed" background images such that they work across different screen aspect ratios. Maybe that will be relevant here?
So, at some point I will have to tackle this but at the moment I don't have any advice for you, I'm afraid.
Best regards
Yes and the problem is I could find no documentation other than an article on the wiki which points to an example that doe not work properly. I guess its trial and error for now.
Anyway once I got your paths sorted out the example was really super. Thanks for the excellent example.
Try playing with this project from GitHub. I think it demonstrates quite well what is going on as the different parameters are changed and different devices are used as target. I think I can now see how I will configure my app for different devices when the time comes.
Unfortunately, the dimensions of the test backgrounds are currently for iOS devices only (since that is my primary focus right now) but I'll be happy to update these with scales for the more important Android devices. See my other thread on this subject for more details.
best regards