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Thread: Scaling for iPhone 5 and iPad - HOW TO DO IT RIGHT

  1. #31
    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export Module
    DistantJ's Avatar
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    Nope, on my iPhone 5 if my finger is in the black bar the crab doesn't jump, I have to tap in the actual window.

  2. #32
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    Olivier's Avatar
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    Kinda strange DistantJ. Here with my test app I can tap in the black borders, but my only device for testing is an iPod touch 4th gen. I'll probably release the update for CrazyCrab as it is, as I'm not 100% sure that the issue will appear (also I don't really want to reject my binary). PM sent.

  3. #33
    Clickteam Clickteam
    Olivier's Avatar
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    For the record, with the new "Display" properties introduced in build 256 beta 2, the user's taps are registered in the black bars. Thanks to DistantJ for the testing.

  4. #34
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleInstall Creator Pro
    SoftWarewolf's Avatar
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    This is awesome haven't been fiddling with my projects for a while, and just notice the new display options.
    However, is there any way to modify method 2, so an ipad will show 1024x768 instead of 960x720?

  5. #35
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    DistantJ's Avatar
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    I wish there was, but there isn't, the closest would be having the iPhones scale from 1024x576 on iPhone 5 and 1024x684 on iPhone 4.

  6. #36
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module

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    Great post DistantJ, ty for the time to make it.

    There is a typo in the first mention of iPhone5 resolution (under 'Method One'), the height is 1136 not 1366.
    Thought this should be mentioned for people who use this as a guide.

  7. #37
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module

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    I'm sure i've read it somewhere, but will apple reject my app if it has black bars on a iphone 4?

  8. #38
    Clicker Fusion 2.5iOS Export ModuleSWF Export Module
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    SolarB's Avatar
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    Oops, mistake. Post deleted.

  9. #39
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    happygreenfrog's Avatar
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    This stuff actually applies to Android as well. I'm making a simple experimental game right now. The information in this article will definitely come in handy when it comes to making them. Thanks for making this article!

  10. #40
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    dogen's Avatar
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    there's one thing i didn't understand... when creating graphics for a game we must draw them in a 2x size for retina devices and mmf2 will take care of scaling them for older device.
    but what happen with objects whose scale i change from the events, at runtime?

    for example, if for an active object i set scale 6 at start of frame, will it scale 6 times on older devices or just 3??
    thank you in advance

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