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Known Participant
January 20, 2013
Question

Advice on publishing Universal app

  • January 20, 2013
  • 6 replies
  • 1147 views

I am close to completion of a new game to be published for iPad and iPhone (all models) and could really do with some advice on my publishing settings to ensure it works on all iPad and iPhone models and looks as good as it can for each based on the assets I have available.

My flash movie is 1024 x 768 and uses a combination of some png images such as the main background image and some vector images such as an animated character.

The game is an educational game so nothing too performance hungry in theory.

I have an iPad 2 and an iPhone 5 for testing. It looks great on the iPad 2 but some of the vector graphics such as the character are looking a bit distorted on the iPhone 5.

My publish settings are as follows:

Aspect ratio: Landscape

Full Screen [Checked]

Autio orientation [Checked]

Render mode [Auto]

Device [iPhone and iPad]

Resolution [Standard]

I am using Flash CS6 and AIR 3.5

My previous app I created was for iPad only and I had the following actions in the timeline on frame 1. I don't have any of this for this app - should I?

stage.scaleMode = StageScaleMode.SHOW_ALL;

stage.align = StageAlign.TOP_LEFT;

stage.quality = StageQuality.HIGH;

Any advice much appreciated.

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6 replies

Colin Holgate
Inspiring
January 20, 2013

Do you intend the iPhone 5 version to fill the whole screen? Using show all and top left will mean that the 1024x768 stage will fill the left end of the iPhone screen, and will reveal extra content off of the right side of the stage. Either don't set the align, which will then reveal extra content off of both sides of the stage, or use no_border and no align. In that mode there will be some cropping of the top and bottom of the stage on iPhone, and even more cropping on iPhone 5. Whether that matter depends on what content you have in that area.

Try other modes too, not just Auto. Try Direct first, if that works as well as Auto for most things, it may well do better for other things. GPU would probably give the best performance, but may run into memory issues on iPad 1.

If you do want to fill the whole iPhone 5 screen you will need to include a splash screen for it, which would be 640z1136 (your landscape scene rotated 90 degrees). The file needs to be call Default-568h@2x.png.

P StevenAuthor
Known Participant
January 20, 2013

Thanks Colin for the swift reply.

On iPhone 5, I am happy for it to align centrally vertically and just leave the space to the left and right black. This is what it is currently doing as far as I can see. I definitely don't want the current 1024 x 768 to sit left aligned. I have no graphic elements sitting off the stage area. I think my design is too tight to allow any cropping off the top and bottom of the stage.

So perhaps not having any setting is the best for my particular case? If I just use stage.quality = StageQuality.HIGH; will that ensure I am getting the best quality on all devices?

Can you confirm if my settings will result in it filling the screen on the iPad 3 and iPad 4? I don't want my game to appear as a small rectangle top left.

Good point about trying the other mode - I will try the others. I just downloaded some tool called Scout so perhaps that will give me some insight into which mode works best?

Also should I keep it as Resolution [Standard]?

Thanks Colin - hopefully you can clarify the above additional questions.

Colin Holgate
Inspiring
January 20, 2013

If you remove both the align and the scale lines (the default is show all anyway), and don't include the splash screen for iPhone 5, it will present itself like you want it to.

Something to think about is Retina. By setting Standard you are saying to not use Retina. You might try that on High instead. The bitmap parts will scale up ok, and the vector parts will look nicer. But, large area changes on iPad 3 may not perform so well, so do try to test it, and decide whether having Retina is more important than having smooth movement on iPad 3. There are ways to have Retina on iPhone and non-Retina on iPad. I'll explain that if you ended up going that way.