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What is the best practice to universal app?

Make iPad version and them scale to iPhone ? is a good idea?

 if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone) {
            viewSize.height *= 2;
            viewSize.width *= 2;
        }

Thanks for help!

pbeo
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    Well, it depends upon the game. If you literally want to scale the sprites, a factor of 2.4 will be more applicable. – ZeMoon May 19 '14 at 11:10
  • hmm what if i first make iPhone version ? and scale up to iPad? apple approve that ? – pbeo May 19 '14 at 11:16
  • Definitely. It will be much easier to implement as well. – ZeMoon May 19 '14 at 11:17
  • but when i scaled iphone version to iPad the quality image is not to bad? – pbeo May 19 '14 at 11:39
  • The images will have to be made for ipad, even for the iphone version – ZeMoon May 19 '14 at 11:41
  • Summarising: - I make image with iPad size - Make iphone version first - And Scale iPhone version to iPad using: SKScene* scene = [[SKScene alloc] initWithSize:CGSizeMake(skView.bounds.size.width/2.4, skView.bounds.size.height/2.4) – pbeo May 19 '14 at 11:45
  • Yes. This should work. If not, you could set up a method which explicitly calculates the size depending upon the device. – ZeMoon May 19 '14 at 11:47

1 Answers1

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This tutorial will be very useful for you .

http://www.raywenderlich.com/49695/sprite-kit-tutorial-making-a-universal-app-part-1 http://www.raywenderlich.com/49697/sprite-kit-tutorial-making-a-universal-app-part-2

I'm sure that it will make your apps better

LogPi
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