Since the "I" devices have different resoultion sizes, my question is whether any MMF game adjust it-self to the device's res size regardless the screen size you select when creating the levels in MMF.
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Since the "I" devices have different resoultion sizes, my question is whether any MMF game adjust it-self to the device's res size regardless the screen size you select when creating the levels in MMF.
I mean "automagically" at runtime (vs. keeping different projects for each available resolution).
I think it's automatic since older applications that haven't been compiled with the new apple sdk still work on the iphone 4 in their native resolution.
I don't know about forward compatibility though. So larger app's may not scale back down, and so they might require the app be compiled for them specifically.
I think (though am uncertain) that larger-sized applications aren't compatible with the earlier models (isn't there an SDK difference here anyway?) The iPad provides its own scaler-upper for applications that were originally meant for smaller screens.
So, targeting an IPhone3/4 a/o IPod3/4 will scale up for an IPad. If so, that's great news.
Another question, is the resolution ratio of the IPhone/Ipod4 devices different from older versions? Like 1.33 vs 1.5 ...
No, but the ratio is different on the ipad obviously.
The ipad just put's black borders around the smaller applications.
Go to a mac store and check it out!
I don't have an iPad to test on, but as far as I know you can choose between two options:
- Have borders around the smaller screen
- Have the iPad/iPhone4 upscale the graphics on the OpenGL level increasing the quality (fills entire screen)
Ok, I've been browsing the apple site for info. It goes like this:
IPad: 1024x768 -> ratio 1.33
IPhone/IPod Touch 4: 960x640 -> ratio 1.5
Others (3 gen): 480x320 -> ratio 1.5
My question stem from the fact that in the docs it says for IPhone:
"Note : you might be surprised to see that the size of the images is the double of the normal size of an iPhone. With the new iPhones running in 640x480, a higher resolution of the system images is needed. Multimedia Fusion 2 Developer automatically creates two versions of the images when it saves the project, one in 320x480 and one in 640x480 so that it runs on any devices."
The new IPhones run in 960x640 which is the same ratio for 480x320, so maybe where it says "IPhone running" it should say "IPads" (keeping a ratio of 1.33) ???
Can anyone confirm this?
Ok, just found out that 640x480 is the playback ratio for some videos, so I guess that sentence in the docs should be adjusted to 960x640 instead of 640x480.
One thing: if two textures are created, why do we have to pick a screen among 480x320 (or 320x480) and 960x640 (or 640x960)? Wouldn't be much easier to select 3x2 (or 2x3) for IPhone/IPods and 4x3 (or 3x4) for IPads?
Say, regardless the screen size, MMF could internally handle coordinates in units not afected by that size, and then pick the textures to show, according to the device where the game is executed.
I'm just thinking loud, so would this be feasible?