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Switch to Book Layout

1: Getting Started

  • Getting Started
  • Crash Course
  • Crash Course 2
  • StencylForge

2: Building Logic

  • What is a Behavior?
  • Creating a Behavior
  • Attributes
  • Game Attributes
  • Attribute Types
  • Events
  • Our Behaviors

3: Actors

  • What are Actors?
  • Animations
  • Motion & Forces
  • Physics
  • Controls
  • Collisions & Groups
  • Killing vs. Recycling
  • Tweening
  • Effects
  • Chapter 3 Challenge

4: Scenes

  • Scene Basics
  • The Camera
  • Tilesets
  • Regions
  • Drawing Text & HUDs
  • Changing Scenes
  • Music, Sounds & Channels
  • Backgrounds
  • Customizing Actors
  • Chapter 4 Challenge

5: Game Mechanics

  • Saving
  • Pausing
  • 3rd Party Services
  • Web Requests

6: Advanced Topics

  • Get/Set Attributes
  • Custom Events
  • Blending Modes
  • Lists
  • Custom Blocks
  • Continuous Collisions

7: Testing & Tuning

  • Testing Games
  • Optimizing Performance 1
  • Optimizing Performance 2

8: The Last 10%

  • Flash Publishing
  • Standalone Apps
  • iOS App Store
  • Chrome Store
  • Making Money

M1: Mobile - Intro

  • Getting Started
  • Testing on your Device
  • Flash -> iOS Guide

M2: Mobile - Basics

  • Atlases
  • Drawing Text
  • Retina Display
  • Accelerometer
  • Joystick
  • Universal Games

M3: Mobile - Services

  • iAds
  • Game Center
  • In-App Purchases

M4: Mobile - Publishing

  • Debugging
  • Publishing to the App Store
  • Optimizing Performance
  • Promoting your Game

A: Troubleshooting

  • Showstoppers
  • General FAQ
  • iOS FAQ
  • The 90% Memory Warning
  • Recovering Broken Games
  • Can't Export to SWF
  • Reloading Documents
  • Generating Logs
  • Flash Security Settings
  • How to Report Bugs

B: How-To Guides

  • Importing Assets
  • Scene Designer
  • Code Mode
  • Font Editor
  • Pencyl (Image Editor)
  • Tile Editor (Shapes)
  • Game Cleaner

C: Reference

  • Glossary
  • Block Reference
  • Useful Shortcuts
  • Stencyl API

D: Resources

  • Stencyl TV
  • Abigayl's Guides
  • Giving Critiques
  • Creating Extensions
  • Translating Stencyl
  • Credits

3.0 Drafts (In Progress)

  • What's New in Stencyl 3.0?
  • Setup (Android)
  • Setup (Desktop)
  • Setup (iOS) - Concepts
  • Setup (iOS) - Mac
  • Setup (iOS) - Windows
  • Testing iOS on Windows
  • iOS Troubleshooter

  • Mobile App Scaling
  • Full Screen Mode
  • Simple Physics
  • Backgrounding an App

  • iOS App Store
  • Mac App Store
  • Windows Store
  • Google Play
  • HTML5

  • Android Ads
  • Android Purchases (WIP)
  • 4" Form Factor (iPhone 5)
  • Mobile Input
  • Mobile Features

  • Extending the Engine
  • iOS / Android Extensions
  • Developing the Official Extensions
  • Developing the Engine

  • iAds (Revised)
  • Game Center (Revised)
  • iOS Purchases (Revised)
  • Atlases (Revised)
  • Drawing Text (Revised)
  • Joystick (Revised)
  • Accelerometer (Revised)
  • Sounds (Revised, WIP)
  • Debugging (Revised, WIP)
  • iOS Performance (Revised)
Level: Beginner

Universal iOS Games

Note: Stencyl 3.0 users should ignore this article and view our newer article on App Scaling. None of the material below applies to 3.0.

 

There are three kinds of iOS apps:

  •    iPhone-only
  •    iPad-only
  •    Universal (works on both)

 

If you are targeting both iPhone and iPad users, we recommend creating a Universal app, rather than creating separate apps for iPhone and iPad users. What are the benefits of this type of app?

  •    Cheaper - Users pay for and download a single game, rather than two separate ones.
  •    Consolidated - Rather than split your ratings and stats over 2 apps, they are combined in 1. This will boost your rankings.

For these reasons, we recommend you create Universal apps.

 

How to Designate a Game as Universal

Designating a game as Universal is simple:

1) Click the Settings button.

Settings Button

2) Click the Mobile button (shown in #1).

Universal App Settings

3) Pick the “Universal” option from the dropdown (shown in#2) and save.

 

That’s it!

(Note: In Stencyl 2.0, there is a new option called Universal 2X that automatically enables iPad versions of your game by using the 2X graphics and stretching. This mode is in beta but can be a time-saver because you don't have to anything else to make things work.)


Is Your App Running on an iPhone or iPad?

On occasion, you may want to know whether your app is running on an iPhone vs. an iPad, so you can adjust the game’s logic depending on the device.

We provide blocks to make this distinction. These blocks are located under Flow > Advanced

 


Graphics & Universal Apps

If you are making a Universal game, you have to decide whether you want your game to appear on the iPhone vs. iPad.

Some games blow up the graphics to double-resolution on an iPad. Others keep them at 1x resolution in order to provide more screen real estate. A few take the middle ground by creating graphics at a somewhat higher resolution to get the best of both worlds - more screen real estate and more detail.

(On the very left are iPhone graphics, on the right are iPad graphics)

One problem you may run into when shipping a game with two sets of graphics is a substantial increase in memory usage.

We recommend sticking iPad-only graphics in iPad-only atlases, and vice-versa. We describe how to mark an atlas as iPad-only in our article on atlases.

 



Last Updated: 2013-04-10 by Jon

6205 have read this article
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