Support for multiple screen sizes

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  • Hey there,

    I know that it's possible to create iOS application for iPad and iPod/iPhone or Universal. If I want to create an application for both iPhone 5 and iPad Mini, do I have to set my device support to "Universal" and set the screen size to 640x1136px (iPhone 5)? Then I have to clone my project and set the screen size to 768x1024px for iPad mini support, right?

    Thanks in advance for any answers :)

  • Hey there,

    I know that it's possible to create iOS application for iPad and iPod/iPhone or Universal. If I want to create an application for both iPhone 5 and iPad Mini, do I have to set my device support to "Universal" and set the screen size to 640x1136px (iPhone 5)? Then I have to clone my project and set the screen size to 768x1024px for iPad mini support, right?

    Thanks in advance for any answers :)


    Nope, you don't have to use the clone feature. You can simply let the iOS runtime scale things for you at runtime. It actually might be best to work at an iPad resolution, but I'm not sure, since I don't have the iOS runtime (I'm sure that the iOS runtime can scale the entire game for you at runtime, but not what resolution is best to work at).

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • Thanks for your answer, happygreenfrog!

    'Cause it's no game I've planned but a business app it would be easier for me to clone the application to rearrange the elements inside the frames (and to replace the graphics for the other screen-size). So that would be possible? It would automatically recognize that it has to load the screen size for iPad Mini instead of iPhone 5 when displaying on iPad Mini?

  • Thanks for your answer, happygreenfrog!

    'Cause it's no game I've planned but a business app it would be easier for me to clone the application to rearrange the elements inside the frames (and to replace the graphics for the other screen-size). So that would be possible? It would automatically recognize that it has to load the screen size for iPad Mini instead of iPhone 5 when displaying on iPad Mini?


    Using clone wouldn't work: It wouldn't be a universal app if you did it that way, since you would have 2 different MFA files, which have to be compiled separately (which means they would have to be separate apps), and I also don't know of any way to detect what device the user is using (I'm not sure if it's possible in MMF2), so I think letting the iOS runtime scale it for you is the best way to go (using clone basically does the same thing, except that it will also be kinda ugly, since it won't try to smooth it when it stretches it, meaning you'll have to re-do all of the graphics anyway). When it scales, you can even make sure it keeps the same aspect ratio (with black borders around it, sort of like displaying a 4:3 aspect ratio movie on a 16:9 aspect ratio TV). Read this guide for more info: Please login to see this link.

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • Oww okay, then I have to play around with the settings and have to rearrange the HUD within my code instead of rearranging in frame editor. I agree that it is much easier for making a game for various screen sizes but for some apps which only will support 2 different sizes it would be better to clone. However you helped me a lot :D

  • I have a few semi-recent universal apps I made that support all the screen sizes.
    What I do is create a frame at least 720x1136 in size, Have the app set to use 640x960 as the window size, set the camera to always be centered, and set the screen mode to "fit inside and adjust window"
    This gives a resolution of 640x960 for older iPhones, 640x1136 for newer iPhones, and a screen resolution of 720x960 for iPads. (stretched slightly to fill the screen)

    And for hud elements, I use the Storyboard controls: "Y coordinate of top (or bottom) visible edge" (plus or minus a few pixels) to set the placement of the HUD elements.

    - Fun is fun.

  • Ah okay, thx Pineapple. I have a different setup - 1136px height and 768px width and my app will get centered so it fits the screen of iPhone 5 (not 4) and iPad Mini. My HUD elements are positioned like yours using the Storyboard controls.

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