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Thread: Graphics question

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    Clicker Fusion 2.5 DeveloperHTML5 Export ModuleiOS Export ModuleSWF Export Module

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    Graphics question

    I know this is probably a basic question, and I have read similar threads in here. I'm midway through developing my first simple game for the iPhone and iPad. The iPad screen size is fairly straightforward. For the iPhone I am building my app at 960 x 640 size.
    I am assuming that when it is resized to the correct screen resolution , 480 x 320, the actives will remain the original size? I have several actives at 100 x 100 in the 960 x 640 MMF2 development window. Will I have to resize them to 50 x 50 ? Also any path movements etc. would have to resized also? Perhaps it would just easier to build it in the 480 x 320 window? I have used MMF2 for a while now, but every time I think of a different project to tackle, some new challenges arise that make me realise how little I know. Thanks.

  2. #2
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module

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    Build for 960x640 and the app will resize; just be cognitive of the fact that you will want to test it on downstream devices to see performance. From what I can gather all the asset resizing takes place at the start of the app so there is no in-game penalty.

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    Clicker Fusion 2.5 DeveloperHTML5 Export ModuleiOS Export ModuleSWF Export Module

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    Thanks for that information Keith. I have purchased an iPod for testing, and will have to purchase an iPad and IMac as soon as I can afford to. I will keep building in the 960 x 640 resolution.

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    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export Module
    DistantJ's Avatar
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    If you build it in 960x640, it upscales for iPad and downscales for iPhone 3GS and earlier. On iPad it fills the screen but uses letterboxing (black bars, like when you watch a widescreen movie on a TV taller than its aspect ratio) to match the iPhone's aspect ratio. For older iPhones it looks the same just less detailed. Don't worry, you won't get huge looking objects on older phones, or tiny screens on iPad. The exporter deals with all of the scaling for you.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    I wonder if clickteam can add in an option so scaling to ipad res trims off the sides to make it fully fit the ipad screen, leaving us the choices of moving buttons instead of having black bars.

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    Clicker Fusion 2.5 DeveloperHTML5 Export ModuleiOS Export ModuleSWF Export Module

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    iPad Size

    Quote Originally Posted by DistantJ View Post
    If you build it in 960x640, it upscales for iPad and downscales for iPhone 3GS and earlier. On iPad it fills the screen but uses letterboxing (black bars, like when you watch a widescreen movie on a TV taller than its aspect ratio) to match the iPhone's aspect ratio. For older iPhones it looks the same just less detailed. Don't worry, you won't get huge looking objects on older phones, or tiny screens on iPad. The exporter deals with all of the scaling for you.

    So it would be worth the effort to build a separate one for each, iPad and iPhone... that way I'd have no black bars?

  7. #7
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
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    Koji_Kabuto's Avatar
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    Quote Originally Posted by Diablohead View Post
    I wonder if clickteam can add in an option so scaling to ipad res trims off the sides to make it fully fit the ipad screen, leaving us the choices of moving buttons instead of having black bars.
    James I succeed in the Android Exporter, filled with display!

  8. #8
    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export Module
    DistantJ's Avatar
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    Quote Originally Posted by Diablohead View Post
    I wonder if clickteam can add in an option so scaling to ipad res trims off the sides to make it fully fit the ipad screen, leaving us the choices of moving buttons instead of having black bars.
    Yeah, I've wondered this, if they could have options like in the Ultimate Fullscreen object, so we could have the option to leave it as it works now, or to go 'fit to height', 'fit to width' etc. It wouldn't be difficult to re-position in game counters and the like.

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