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Thread: Developing both for phones and tablets?

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    Question Developing both for phones and tablets?

    So far with all my games I have just developed and then tested on my ipod. I have just crossed in "iphone - ipad" in the properties (I guess this is was is called "universal" in xcode?)

    It was not until I got an ipad mini just recently that I really saw how bad and stretched out the games looked on the ipad. Now when I I can test on both a smaller device and on the ipad I want to make sure my next game looks good on both. My question is what do you need to think about? Is there any specific measurments you have to keep in mind? And also do I need to create two different versions, one for iphone and one for ipad and have them at different resolutions or can this be done at runtime by recognizing what platform the user is playing on and still use "iphone - ipad" in the properties?

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleInstall Creator Pro
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    What i do is use the "fit inside and adjust window size" option, it makes it perfectly crisp on all devices.
    Here's an example: resolution.mfa
    It will show 1334x750 on iphones 5,6; 1125x750 on iphone 3,4; 1024x768 on ipad.

    That's the frame area size that will show, matching iphone 6 regular and old ipads perfectly, scaling down on iPhone 5-, scaling up on iphone6+, scaling 2x on new ipads, with no distortion/stretching!

    You can tell if the user is on an ipad by checking if (Y Bottom Frame) is greater than 750 (to f.ex make control buttons smaller), and make sure to set the position of elements based on X Left Frame or right frame, Y bottom frame etc.

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    Oh that is interesting thansk SoftWarewolf! I did not understand the example though, it was just an empty application? For this to work do you need the frame area to be bigger then the actual resolution?

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator ProPatch Maker

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    Clicker

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    Willy: I played around with it a bit but I dont know if I did something wrong? No matter what resolution or setting in landscape it was just a box starting in the left top corner. I did not really see what you use it for?

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator ProPatch Maker

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    Yeah, looks like there may be a bug if you test it in landscape. Portrait visualization works fine though, you should still be able to get an idea how Fusion's screen concepts work.
    Stick to "fit inside and adjust window size" if you want to keep everything 1:1.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleInstall Creator Pro
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    Oh that's a convinient tool, i set it to portrait mode with window size 750x1024 and the frame size 768x1334.
    Then you can see that you will fit the entire screen on all devices without distortion, it only needs to scale up on ipad retina and iphone 6+, and is a perfect match for iphone 6 and ipad. (window size exactly equals device screen resolution)

    and yes for "fit inside and adjust window size" to work, you'll need to have a bigger frame than window, so the window can expand.

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    How exactly is it not distorting the image if the 1334 dimension of the iphone6 is being displayed on the iphone5's 1136 dimension? Wouldn't it either cut off the screen side a bit or scale that dimension down?

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    Is it possible to do "fit inside and adjust window size" somehow right in the fusion runtime without having to test on a device? To see if your events are all set up right with setting hud elements to corners etc.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleInstall Creator Pro
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    mobichan: yes it scales down, but with an equal percentage for both X and Y, meaning it's not distorted and looks good.
    Outcast: yeah kind-of, just change the window size temporarily to test different sizes.

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