Best platform to begin a new game..????

hi friends,
Pls help me, i would like to know which is the best platform to start a new game. Main thing is after completing my game, it should be capable of changing between other platforms without any image resolution problem..pls help me....

Comments

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    I think most users start with the iPad platform and scale to other platforms from there. But before you jump into a project and just assume everything will work fine once you publish I would read up on Universal Builds. There are several threads here in the forums about it, some of which include:

    http://forums.gamesalad.com/discussion/72589/universal-builds-for-ios-and-android-and-anything-else-using-ipad-build-and-stretch-no-distortion

    http://forums.gamesalad.com/discussion/72604/universal-build-flexible-aspect-ratio-stretch-trick-with-video-and-template

    And a bit about aspect ratios from Gamesalad:

    http://help.gamesalad.com/gamesalad-cookbook/1-getting-started/1-05-aspect-ratios-and-you/

  • pHghostpHghost London, UKMember Posts: 2,342

    Thanks for the call-out, @jamie_c

    I usually start with iPhone 5 nowadays, and do @4x textures. That means that even an iPad will display everything with crisp graphics.

    The big reason to do iPhone 5 (and essentially design it at 1/2 size), is because you have a good overview of the scene. Once the GS team makes it possible to zoom in and out of the scene in the creator, this won't matter, but for now it seems quite practical.

  • blackmoroiblackmoroi Member Posts: 28

    thanks for your kind reply........jamie_c and pHghost

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    @pHghost said:
    Thanks for the call-out, jamie_c

    I usually start with iPhone 5 nowadays, and do 4x textures. That means that even an iPad will display everything with crisp graphics.

    The big reason to do iPhone 5 (and essentially design it at 1/2 size), is because you have a good overview of the scene. Once the GS team makes it possible to zoom in and out of the scene in the creator, this won't matter, but for now it seems quite practical.

    Osx has a zoom in feature built in.

  • pHghostpHghost London, UKMember Posts: 2,342

    @The_Gamesalad_Guru said:
    Osx has a zoom in feature built in.

    Exactly. But not zoom out. Which is why I prefer to build small -- always can zoom in with OS X, but if you build too large, you will never get a good overview (for now).

  • blackmoroiblackmoroi Member Posts: 28

    ooh god...so starting with an ipad size 1024 x 768 is a bad idea..???? just now i started my new project. So may I restart this with an iphone size 568X320....???

  • pHghostpHghost London, UKMember Posts: 2,342

    It isn't a bad idea. It is all a matter of preference, how you personally like to work. I think that most people actually start with an iPad project.

    I start with iPhone 5 because it's the most practical for my way of working and gives me the right kind of flexibility.

  • pHghostpHghost London, UKMember Posts: 2,342

    If you want though, you can definitely switch.

  • blackmoroiblackmoroi Member Posts: 28

    I need my game looks visually good without any graphics blur....is it still good if I switch my iphone game into ipad?

  • SocksSocks London, UK.Member Posts: 12,822

    @blackmoroi said:
    I need my game looks visually good without any graphics blur....is it still good if I switch my iphone game into ipad?

    Can you be a little more specific, what is 'it' in this context ?

  • pHghostpHghost London, UKMember Posts: 2,342

    @blackmoroi said:
    I need my game looks visually good without any graphics blur....is it still good if I switch my iphone game into ipad?

    If you want sharp, not blurry graphics, just make sure the resolution of the images is high enough. Whether things will look sharp doesn't depend at all on the project setting you chose, but the quality of your game assets (the one exception to the rule being DisplayText).

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