Game Development Reference
In-Depth Information
Configuring the Project
Right-click the project name on the left-hand side of the screen and select the Properties option.
This allows you to set the properties for the project. Here you can set the scale mode for the app,
the logical dimensions, the orientation, the frame rate, and even the suffix for image files, if required.
This is an advanced option that you probably won't use at first while you are learning Gideros Studio,
but it's very useful, so I'll describe it here.
The first option, Scale Mode, sets how the app will scale when run on various devices—this is
covered in more detail later in this chapter. The logical dimensions are used to set the base settings
for the application; it is from these dimensions that the display scales up using the scale mode on
the various devices. Apple has suffixes of @2x or @4x that allow you to load retina graphics on the new
iPhone and iPad. Gideros is a multi-platform system and it extends this format for the Android
platforms as well. So you can have @1.5 , @2 , @4 , etc. as suffixes.
Tip The scaling suffix can be used not only for high-resolution graphics, but also to have a graphic for
each platform without having to write any code checking for specific platforms.
The iOS tab is useful to configure a few other settings specific to iOS; for example, whether the app
should consider the target device a device with a retina display, and whether autorotation should
be enabled. If the logical dimensions are set to 320×480 and the retina display set to “No retina
display,” then the display is deemed to have dimensions of 320×480, as shown in Figure 9-8 ,
while with the retina-display option, the device is deemed to have a 640×960 display, as shown
in Figure 9-9 . Both of the images are taken from the player running on the iPhone 4, which has
dimensions of 960×640, but based on the project settings, the display can vary.
 
 
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