Reading this post scirra.com/forum/noob-screen-sizes_topic56717_page2&SID=2d639e1z-a235-2c32ee66-413 you realize that it does not construct 2 to create iphone games ... They could say it before wasting my time creating the game and spent 93 euros in the personal edition <img src="smileys/smiley18.gif" border="0" align="middle" />
What should be the size of the layout? :|
I don't know if it helps but I ran into a similar problem, that black bar was very annoying. So as you can see at my app contactwizardpro.com I resize everything to fit the physical screen. Try it on your iPad and you will see what I mean. However it does do what you want and fit the whole screen for any resolution and zoom scale.
What I did was create a sprite variable for x and y positions. Then I hard coded the variable with the result of x or y and the app width or height accordingly. Then whenever the screen size changes I set the x and y positions to windowidth times the x variable and window height times the y variable. That resets the position according to the new window size.
If you do the exact same for sprite height and width it resizes them as well so no matter how the window resizes the layout is exactly the same as your construct2 layout.
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The problem is I have no ipad or iphone 5 to test the result. I have a game made in 660x440 in scale with my iphone 4 works, but work in a iphone 5 or 3gs?
if I want to work on iphone 5 would have to put it to 1136, 640 my game to work on iphone 5 and below?
I did not know that this subject was so difficult, that frustration and discouragement
In "scale" reduces image or wide depending on the resolution while "crow" cut all pictures .. is as I say? <img src="smileys/smiley18.gif" border="0" align="middle" /> <img src="smileys/smiley18.gif" border="0" align="middle" />
I do not think anyone knows this