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Thread: Adaptive Window Size?

  1. #11
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    xhedgehogx's Avatar
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    Quote Originally Posted by paobrasil View Post
    I dont know why do this possible....because if you are making a game for example....some of your codes will need to change too because the size of the screen....or I'm wrong?

    for example..if a make a game to IPAD(1024x768) and have a object that do some action when it comes to the middle of screen (512)...when you change the size of the application for example to IPHONE(960X640) the middle of the screen will be 480....I dont know...maybe my thesis its wrong....
    Well, this is pretty easy to fix too. I've been studying how GTA3 on iOS works, as I've copied the save file from my jailbroken iPhone to my jailbroken iPad, but it gives me the iPhone's interface (positions, scaled images, etc).

    I couldn't find the exact line, but if I were to translate it into MMF2 ini file, 0 can be iPhone/iPod Touch, and 1 can be iPad. Start of the very first frame, the first time someone runs the app, tell the ini file, or Global Value works too what device you're using.

    Every frame after that will look into the ini or GV to see if it's a 1 or 0.

    If GV = 0, Set Position of ButtonJump to X,Y

    Same if it were iPad with it's own coordinates. But the last challenge is for the exporter to give us the option of changing frame size to fit each device.

  2. #12
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Diablohead's Avatar
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    I currently do that with my game, I had a value called ipad, if it's 0 then my screen features are set to the wider phone screen sizes, if it's 1 then everything moves a little to fit on an ipad screen.

    The game doesn't change res or anything but I made it like that to future proof my game, I can just change the value, recompile my game using a new resolution and everything will work on an ipad with no extra effort.

  3. #13
    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export Module
    DistantJ's Avatar
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    I often program stuff for easy screen size changing, because of Android and PC releases and stuff, when I position stuff based on positions on the screen I just use maths... Centre of the screen being "X Left Frame+((X Right Frame-X Left Frame)/2)"... I often keep a global value which works out the size of the screen when the app launches by doing "X Right Frame - X Left Frame", that kind of thing, so it's not hard.

    Like Diablohead, I use the iOS object to detect if it's running on an iPad and then reformat, resize and reposition things accordingly.

  4. #14
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module

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    Sounds like we just need the option to change application resolution, and we're good to go.

  5. #15
    Clicker Multimedia Fusion 2 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleSWF Export ModuleXNA Export Module
    colej_uk's Avatar
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    I would definitely like this too.

    I'd also like the screen stretch option like on Android as well. I'd rather have a slightly stretched image than two black bars.

  6. #16
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    DistantJ's Avatar
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    I personally don't mind the black bars since it keeps the aspect ratio I built the game at, and the vertical resolution must stay the same in my current project due to the vertical scrolling working in 'screens', but it would be nice to have the option to move on-screen controls into the bars for example, and obviously some games will be better reframed than others.

    Just always make sure you build in the iPhone aspect ratio (3:2) if doing a universal app as while Apple allow 'letterboxing' (black bars) for widescreen media on the iPad, vertical black bars on the iPhone will get your app rejected.

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