• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
jwezorek

Will I be rejected from the iOS App Store if ...

15 posts in this topic

Will I be rejected from the iOS App Store if I submit a game for the iPad that targets the iPad2 resolution 1024x768 not the iPad3 ... I don't have an iPad3 so can't test on a device. All my art is already rendered for the iPad2 and it would be hard for me to re-generate the stuff I did by hand so I just want to release like this and let the ipad3 scale the app up which I think is what it will do by default?

Edited by jwezorek
0

Share this post


Link to post
Share on other sites

There are also a ton of games for the iPad 3 that render at original iPad resolution, because the increased pixel count on the 3 brings the GPU to its knees.

 

I hear the iPad 4 upped the GPU power significantly, which largely resolved the issue, but there is still a tradeoff to be made between resolution and graphical fidelity.

1

Share this post


Link to post
Share on other sites

ill I be rejected from the iOS App Store if I submit a game for the iPad that targets the iPad2 resolution 1024x768 not the iPad3 ... I don't have an iPad3 so can't test on a device. All my art is already rendered for the iPad2 and it would be hard for me to re-generate the stuff I did by hand so I just want to release like this and let the ipad3 scale the app up which I think is what it will do by default?

 

I dont think you need it to get approved.  However, it should be fairly easy to support it natively since it's the same aspect ratio, and you can test on the simulator.  Just get one or a few beta testers w/ the device you need and ask them to test the game for you.  There should be no lack of people willing to do this, just try places like Touch Arcade.

 

IMO there's little excuse to not support the retina iPhone or iPads if you already support the non-retina versions.  iPhone 5 is more complicated because of the aspect ratio, so you may not want to do that.

1

Share this post


Link to post
Share on other sites

 it should be fairly easy to support it natively since it's the same aspect ratio, and you can test on the simulator.  Just get one or a few beta testers w/ the device you need and ask them to test the game for you.  

In theory it should be easy. My problem is that I am super disorganized and I started thi project basically before the iPad3 existed so the early art work I did is targeted at the lower res. I do things like generate sprite frames via python and then style them with photshop layer styles enmass using Adobe Bridge -- I do lots of stuff like that -- a lot of partially generated art that is the output of variou stages of generation. Trouble is I don't remember how I did a lot of it and I would have to run all the stages again tweaked for a bigger size to regenerate my sprite sheets.

There should be no lack of people willing to do this, just try places like Touch Arcade.

How do I do this without already being in the App store? I mean how can I deploy my game to testers devices if they are not registered Apple developers?

Edited by jwezorek
0

Share this post


Link to post
Share on other sites

Make an ad-hoc build of your app.
All you need from the other person is his or her 40-character device ID.
That person does not need to be a developer; this is often how you send your game to review sites etc. before launch.

As for your resolution, you won’t be rejected for not supporting retina mode (IE just setting contentScaleFactor to 1.0f by force), but if your app also has to run on iPhone devices you might be rejected if you hard-code the resolution (even if you aren’t you will be required by the consumers to fix it), which means you would need to be resolution-agnostic anyway.  If you are only supporting iPad devices this won’t be a problem, but I would generally always go with resolution-agnostic apps in the future.

 

Strategies include positioning HUD icons or things not by X/Y position but by distance from the nearest screen border (images will seem smaller on retina devices but that is quite common in past PC games) or using an orthographic projection that projects the smaller screen size based on your design onto the larger screen, using adjusting the width to maintain the proper ratio.


L. Spiro

Edited by L. Spiro
1

Share this post


Link to post
Share on other sites

I know it's been awhile since this thread was active, but I just read an article about Apple now requiring apps to not use the UDID, with enforcement starting May 1. Another change taking place on May 1, however, is that apps will also be required to support retina displays. I haven't read too much to know exactly what "support" means, but I thought I'd post here just to let you know you may want to take a serious look at adding good support for retina displays, because after May 1 you will be rejected from the app store if you don't.

Edited by Cornstalks
0

Share this post


Link to post
Share on other sites

I know it's been awhile since this thread was active, but I just read an article about Apple now requiring apps to not use the UDID, with enforcement starting May 1. Another change taking place on May 1, however, is that apps will also be required to support retina displays. I haven't read too much to know exactly what "support" means, but I thought I'd post here just to let you know you may want to take a serious look at adding good support for retina displays, because after May 1 you will be rejected from the app store if you don't.

 

Thanks for posting this. The article I saw just talked about for iPhones; my game will be iPad only so don't know the new guideline applies, but I'm thinking I'm going to have to do this.

 

Edit: just posted in the relevant Apple developer forum ... will post back here if I get an authoritative reply.

Edited by jwezorek
0

Share this post


Link to post
Share on other sites

I can't get a straight answer on this but am starting to realize from various forums that there is no straight answer to get. Basically, your app needs to "look nice" on a retina display meaning it is totally up to Apple. I think my game would be good-looking enough scaled up to pass, to be honest, but I don't want to risk it so am going to redo all my art. Also is an excuse to get a new iPad, I guess.

Edited by jwezorek
0

Share this post


Link to post
Share on other sites

Basically, your app needs to "look nice" on a retina display meaning it is totally up to Apple.

So as I see it, there are two factors here: visual fidelity, and performance.

 

- For visual fidelity is basically demanding that you not just throw the same low-res sprites onto the retina display, or they will look no better than on the low-res device.

- For performance they want you to make sure your app can actually push enough pixels for the retina display. The iPad 3 in particular has the retina display, but it doesn't have the souped up GPU of the iPad 4, and this can be an issue.

0

Share this post


Link to post
Share on other sites

The iPad 3 in particular has the retina display, but it doesn't have the souped up GPU of the iPad 4, and this can be an issue.

 

Yeah, 2048x1536 is a lot of pixels. I mean, the iOS emulator doesn't fit in my monitor at this resolution so I could see how this would be a problem for something computationally intensive. In my case, I'm working on a tile-based 2D game in which there will never be more than, say, a dozen small sprites in motion at once. If 3rd generation hardware can't handle that then something is really wrong.

 

My biggest problem right now re:redoing all my art for 2048x1536 is the following:

problem.png

Edited by jwezorek
0

Share this post


Link to post
Share on other sites

Aye, not having the source image is a real bummer.
 
You could conceivably tile the image instead of upsampling it, or try out one of the super-duper experimental upsampling tools.

 

I'm either going to

  1. Find the original ... assuming it made the move from Seattle to L.A. that I did last year.
  2. Take what I have, make the edges seamless, and tile so new art has half the the period of old art. (as you suggest)
  3. Use some other oldtimey wallpaper-type pattern that I find somewhere.

Fancy upsampling tool = cool, probably uses anisotropic diffusion filtering -- anyway, that's the way I'd do something like that if I had to.

Edited by jwezorek
0

Share this post


Link to post
Share on other sites

Fancy upsampling tool = cool, probably uses anisotropic diffusion filtering -- anyway, that's the way I'd do something like that if I had to.

Ja, I think that's a pretty safe bet.

0

Share this post


Link to post
Share on other sites

I would not waste too much time with this, choose option 3 -Use some other oldtimey wallpaper-type pattern that I find somewhere.

 

I think it will be a great game, I would not wait and get it up on the Apple store as soon as you get it completed.

1

Share this post


Link to post
Share on other sites

I would not waste too much time with this, choose option 3 -Use some other oldtimey wallpaper-type pattern that I find somewhere.

 

I think it will be a great game, I would not wait and get it up on the Apple store as soon as you get it completed.

 

Thanks...

 

I actually found that paper and have the background art re-rendered at 2048x1536. I've also re-factored the codebase so that things that had been constants are now wrapped in a class that returns values on a per-device resolution basis -- this will actually be helpful if I ever try to target Android too.

 

Anyway, 2048x1536 is sick. It is weird to be working on art for a handheld device that is so high resolution that it doesn't fit on the monitor of my desktop without scaling.

Edited by jwezorek
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0