So I can't seem to get my cocos2D app to run at native resolution on the iPad. All it does it run in the little box as if it's an iphone application. I have the latest version of cocos2D inside my app and used the templates to create the project.
Any ideas?
Cheers
you may wanna take a look in this ,http://www.raywenderlich.com/1111/how-to-port-an-iphone-application-to-the-ipad.
Try setting the "Targeted Device Family" in the build settings for your project to "iPad Family."
Related
I need build my app on Iphone and Ipad, but I want to keep Iphone's resolution, I mean.. I want to see my app on ipad like 1x / 2x
like this:
http://blog.m4n.nl/wp-content/uploads/m4n_on_ipad-787x1024.jpg
Help me please :)
Thank You
If you change 'Devices' in project settings to 'iPhone' instead of 'universal', it should work as u want to.
So what the big issue?? Just choose Devices to iPhone and create your project. Start coding and just run it on iPad. You could see that Xcode did the same that you want.
I already have an application which i have built for iphone only. I need to change it to work in both iphone and ipad.the upgrade to ipad application option in project tab of xcode is faded.. which I means I cant do that... I tried to run the project in ipad simulator but it gets automatically run in iphone simulator.
What are the proper steps to change my project to work in iphone and ipad.
Initially change the build setting,ie change the Targeted Device Family field to iPhone/iPad. To write logic for iPad use "UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad" this condition.
I build a iPad project,i want to run the project on iPhone with auto-resize and it's run successful on iPhone 4.1 simulator,but it's always alert 'can only installed on ipads' when i run it with my iPhone,how can I run a iPad project on a iPhone or touch,what can i do?
You should set Targeted Device Family to iPhone/iPad in your project settings.Hope it works for you..
It doesnt make sense to install an iPad app in iPhone at all.
iPad has its own UI controls.You can install iPhone apps to iPad is just because iPad supports all the controls that iPhone has.
Reverse is not possible.
I have been developing an iPad app. I now want to make it work on the iPhone also. What do I do in Xcode so it can work both ways?
(I am not concerned about adapting to the smaller screen -- that part I can figure out. But how do I get it to start up on the iPhone?)
In the project's build properties, change the target from "iPad" to "iPhone/iPad". Make sure you continue to target iOS 3.2, however, so that you don't break iPad support, and test on both platforms.
Using the latest SDK from Apple, I noticed that while running on the iPhone works fine, the iPad version of my application doesn't "accept clicks" on any view/widget that is outside the "bounds" of the standard iPhone screen.
Any idea?
Thanks,
Reuven
Vanilla iPhone apps will only accept touches within that little bounds, to reproduce that fact that the iPhone resolution is only 320×480.
To fix it, upgrade your app for iPad.
(Also, make sure you don't hard-code any numbers. For example, use [UIScreen mainScreen].bounds.)
OK - found it...
All I needed to do was to open MainWindow.xib in Interface Bulder, and in the Window Attributeds palette, to check "Full Screen at Launch".