I’d like to ‘shrink’ my screen to run on iPhone3Gs.
Because my default screen is bigger than that of old iPhone3Gs,
I was trying to call ‘setContentScaleFactor’ with scale factor less than 1.f,
but it causes a problem.
After some google search, I found there are other people who wanted what exactly I do
and already there is a solution.
I may misunderstand your point, or made myself misunderstood
but the thing is this.
Iphone3g and under has smaller screen, nor retina display.
My game uses bigger than 800*600 which can not be shown
properly unless I Shrunk display projection for that devices.
And it seems there is no consideration for that case, unless I change the
source code of cocos2d-X itself. Is there I wonder?
Please let me know, Im just beginner in this field so I can miss points.
On android don’t bother, android market supports multiple APKs and you can have a perfectly optimized 800x480, 480x320, 800x600 version selected before deploying.
On iOS just use the regular retina support, though in the end it’s a lot more work then on android you know =/
To make long story short,
I just want my iPad game screen to be projected exactly on the iPhone3 screen with minimum code change.
If I use enableRetinaDisplay, then all the Sprite and text positions and sizes become 2ice bigger
and further. Change all of my codes of hard-wired Size and Position information is not a good idea.
I think projecting a bigger screen into a smaller screen can be done with a little modification. Isn’t it?
I’ve just switched to your framework but, I was using other framework which stem from your cocos2d-x project,
(99% is same) and it shows my screen on the various screen with no problem, no separate position coordinates required.
So I think it is also possible with little changes in cocos2d-x.
This isn’t android, you can’t do that. You can only make it an iphone only app and, last time I checked, users could zoom into it. Otherwise, do it manually.