Unity dimensions when publishing for multiple platforms - android

I plan to publish my unity game (a simple 2d game) on Android, Web and ios.
So, when I finish my project after testing in the web player, what do I have to consider
when publishing to all the platforms?
If my game is dimensions 900 px hight and 400 px width, will it fit in all screens when I publish
it for iOS and android.
Do I need to change some things?

I think this post might be of use to you: http://answers.unity3d.com/questions/660799/scale-camera-to-fit-screen-size.html
Overall, it really depends on how far you go. The easiest route to go would be letter-boxing. Keeping your game area the same size and then fitting the camera to the aspect ratio at start-up.
Obviously, this is a pretty common issue people come upon when porting their games, so there are tools made. I've never used it, but AspectRatioEnforcer looks like a pretty simple tool that will ensure your game is playable on any platform.
After implementing something, its always good to test it in the Unity editor, switching resolutions around and seeing what happens.

Related

Design assets for all screen unity

I'm doing a mobile game in Unity for Android and iOS, I already have my assets design for a device of 480*800 pixels, but when I launch my game in a biggest screen, the image is horrible.
I tried different technics to scale the camera, the images... without success. In Android there is multiple size of drawables : hdpi, xxdpi... and in iOS the images can't be the same for an iPad and an iPhone, so I did not understand, how I can load multiple images to fit all the screen resolution.
or How to make my assets to do that. Can you explain me please ?
400 pixels is incredibly small for game images these days. We rarely get or use anything less than 4K these days.
One thing: if it is actual "pixel art" (so, "retro" pixel art), you must use the "point" enlarger to keep the "pixel shape" when you enlarge it.
Note that pretty much everyone uses 2DToolkit with Unity for 2D projects. It creates sprite sheets for you. BUT it also has the concept of different sprite sheet sets for different screen sizes, if you are working on a pixel-perfect concept (as much as that has any meaning today).
Unity itself does not contain any "different sprites for different devices" concept, and this is one of the main reasons 2DToolkit remains so popular.
Finally note that: if you make computer games it is
...extremely difficult...
dealing with different screen ratios.
Say you are making a side scroller: what does it "mean" that some players have a wider screen than others? What should you "see" on a wide screen versus a normal screen in, say, GTA?
This can involve a huge amount of conceptual work and programming. This affects everyone who makes games, from the kid on the corner to Nintendo. There is no "simple solution".

How to migrate from flash to adobe air iOs and android?

I have a few projects with flash that i'd like to turn into apps for mobiles, I started reading adobe air and i've noticed that it uses back some things like inframe action script, something that I have not done since as2.
Is there a way to load scripts and classes like a normal flash file?
If I have a noncomplicated swf, is there a way to migrate it easily into adobe air for android and iOs?.
I've been struggling to find examples of adobe air projects, does anyone have a tip for this?
It is easy. I have converted 30 games to run on iOS and Android. The biggest problem was that they were in AS2 and had to be converted to AS3 first. If your uncomplicated swf projects are in AS3, and developed using Flash Pro, then just change the publishing output from swf for a web page to iOS pr Android. Android would be easier to start because you don't need to get an Apple developer account, create a certificate and provisioning file. With Android you can create a certificate right in Flash Pro. You test publish on your pc or mac first. When you are ready to test on a device you create an ipa (iOS) or .apk (Android).
Yes, there are a lot of screen sizes out there. But you know how you can create Flash in a web page so that it will resize with the page and keep its aspect ratio? Well its the same on mobile - it will resize to fit whatever mobile screen it displays on. Most likely your game is in landscape orientation. Just keep it that way and test it on whatever device you have (an iPad would be good because that aspect ratio or 1024 x 768). Actually, we kept the stage to 736 x 552 and that fit on any screen out there. On tall (wide) screens like the iPhone 5 & 6 you will have space on the sides, but so what.
Just give it a shot and you'll see how easy it is to write an app for both platforms at the same time. And you don't even have to own a Mac (you only need one to upload your completed app to the store, but you can rent time on one and log into it for 10 minutes to do that.)
There's no "how to" when porting a Flash project to Ios or Android. It's the same technology so it's compatible in theory. You can simply compile and publish and you'll get a Ios and Android app in most cases. Now there's 3 major problems that probably 100% of Flash projects will face when publishing for mobile and in probably 99% of cases those problems might imply recreating the whole thing from scratch.
First problem: Sizing and Density. So many phones/tablets sizes and density, chances are your Flash project doesn't have a single line of code dealing with that and as a result your app won't display correctly across any mobile devices. You'll have to put together a big piece of code to handle that and make sure it doesn't break anything in the original project. Good Luck with that.
Second Problem: Performance and memory management, I'm yet to see a Flash project that doesn't systematically waste CPU and memory constantly. That's no problem for a Flash project except when publishing for mobile: can we still waste CPU power? NO, can we still waste memory: NO. You'll have to go through your entire Flash project and optimize everything to not waste CPU and memory. Once again Good Luck with that.
Third Problem: assets. Did you use a bunch of MovieClip here and there? Well no more on mobile unless you want your app to lag and drain the battery down and make the user experience as bad as possible. All assets have to be optimized for mobile, the right asset, the right type, the right size or else ... lag and bad experience. Here again Good Luck with that.
And this is just a small run down of the problems you'll be facing. You will spend probably hundreds of hours trying to port that Flash project to mobile and at the end it will still be running bad anyway. Chances are you should just start over.
EDIT:
Simple Guidelines:
render mode: usually "gpu" (very efficient with bitmap) but "cpu" is also possible (you get more CPU power but less bitmap display efficiency) and also "direct" if you want to use Stage3D (more complicated).
Display: usually bitmap and only rarely vector. Don't oversize them and don't undersize them either. Reuse as much as possible (saves memory and battery)
Handling sizes and density: scaling your content is the easy way but not the less efficient one, as long as your bitmaps are of good quality you should be able to get a good resolution in most density and size. Because there's so many different sizes out there you'll decide if you want your content to fit any size or to display as much as possible while filling the side gaps. AIR/Flash has no built-in system for handling that so you'll have to create your own or to find something open source out there that can do that. Basically you have a content that is n x n and it needs to display on a mobile screen that is n x n, you calculate the scale factor and scale your content and center it.
perf, memory, battery: reuse object as much as possible. If there's a bitmap that you'll use often don't get rid of it just reuse it. If you reuse you don't need more CPU, don't need more memory and don't need more battery.
how to get perf: displaying something and running code, that's the 2 things that will slow down the app so optimize both and test often. Maybe reducing the quality of some bitmap will boost your perf. maybe optimizing your code in some places will get you a few more fps, etc. This is a per project try and test.

Android 2d game engine that supports multi screen resolution

I'm looking for an android 2d game engine, where you can create your game at the resolution you want, and the game will work the same on every phone, no matter the resolution, maybe by auto creating thoose black rectangles.
I was working with libGDX, but i could not find any ways to do that, just some viewport scalling methods, that will make the game graphics quality crappy.
I also used to work with the android sdk using surfaceview, and i had to code everything by a ratio, and also scale the bitmaps by a ratio, but i don't really think that that is a good way to do it.
Are there any android game engines that support every device resolutions?
You are asking for something you won't get. I doubt that there's a tool or engine released to the public that will automagically fix all resolutions possible to fit your needs. This is something that developers has to tackle, and it's a nice thing to handle independently.
Now when working in LibGdx, did you even try to use Texture filters? Linear filtering will smoothen your images when enlarged. They may get some blur but I've released a commercial game using this method.
All in all, i really think you should give it another shot. LibGdx will spare you a large amount of troubles and in my opinion; The request of yours ain't that hard to overtake.

Android 2D game development without an engine

I want to know the best way or a tool for making a good Android game!, I mean by "good" that the game must have a nice performance no lags or something like that, ..
So I will begin by 2D game development, and I want to avoid "Game engines"! ..
So what's the best way?! - to make it by Open GL ES or there another way?! ..
You should be able to learn a lot about open gl graphics programming by looking at Replica Island. Its an open source 2d Platform game which uses no engine.
The author gave some talks on Google IO which might be of interest to you:
http://www.youtube.com/watch?v=U4Bk5rmIpic
http://www.youtube.com/watch?v=7-62tRHLcHk
http://www.youtube.com/watch?v=cdvaPyq_eBU
It's possible that this is considered too broad a question - we can't tell you how to make a game. But in response to your last question: yes, OpenGL is the best way to make a high performance game in 2D or 3D. If you have a more slow moving, turn based game, then you could stick to a Canvas on a SurfaceView or even use basic View widgets to build up the layout of a game board.
But if it's your first game, unless you have a lot of time and patience, I would strongly urge you to try an existing game engine. You may not realise how much work goes into a decent game engine until you're halfway (or 10% of the way) into making one. Have a look at the source of an engine like LibGDX and think about whether it's the sort of thing you'd be able to write.
There's plenty of info in the Android graphics dev guide.
You do not need a game engine to develop a 2D game in Android. You do not need to use SurfaceView either. SurfaceView, OpenGL and AndEngine and (maybe other game engines) have issues with consistent sprite animation speed and size of sprites across the various Android devices. Especially when the game has complex sprite movements. I went crazy trying to build a 2D game with consistent speed movement of sprites and sprite sizes in relation to screen size and density (e.g. tablets vs phones). So, I decided to drop the game engines and this is how I accomplished my first recently published 2D Android game:
Use drawable-nodpi for sprite images (gives sprite size consistency
across screen densities and sizes)
Use different layouts to support various screen sizes (e.g.
layout-large, layout-xlarge, etc...)
Use TranslateAnimation and ObjectAnimator to animate sprite movements across screen
Use math to figure out sprites collision (e.g. screen coordinates and sprite location etc.)
Use handlers and condition statements to control the game events
You can test the outcome of following the above guide to developing a 2D Android game without game engine by checking out the game. It is called Yum Yum Pow available on Google Play. The free limited version is available also on Google Play. I can only link to free apps I think, so here it is:
https://play.google.com/store/apps/details?id=com.wildroid.yum.yum.pow.limited
If u are planning to build a simple game then stick with Basic android.If it is a big game,With out game engine your game developing will be a heavier process.if u want to use a lot of images then memmory problem will occur(OOM).if u are comfort with the game engine that will be easy for future game developing.if u are making a simple game then there is no need of game engines.
there are so many game engines available
andengine,libgdx,cocos2d..

Flash game with android support

I'm making a flash game this week, it needs to be compatable with both PC browsers and Android devices.
I have no problem making two slightly different versions of the game, one optimized for PC and the other optimized for mobile devices. I'm just wondering if there's anything in particular that I should keep in-mind when I'm building the first PC edition of the game, I don't want it to be too difficult to port the game over to android.
One thing that I'm concerned about is the screen size/stage size, should I have the game adjust it's self to fill the whole client area (like a youtube video in full screen) with a dynamic width and height?
Is there anything else that I should be aware of before I start on this? Like specific flaws in the android deployment of flash.
Thanks for your advice on this, it's much appreciated.
There were more number of restrictions when i started developing flash apps for android.
We need the device's processor at least 1GHz [This i am not aware of current situation , coz i am a little busy with xCode]
Screen resolution always plays more role in troubling you. For this instead of using screen size as reference , use the aspect ratio. Use flash.capabilities class's screenResolutionX and screenResolutionY and make your game objects resize them accordingly

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