I just finished developing a 2D side scroll game for the IPad using Cocos2d and Box2d. Now we want to make an IPhone 4 version of the game, but I'm still not sure what is the best way to do it.
I was thinking to just create a new target on my project, remove all the current resources from the Build Phases and create a new Resources folder with all the assets of the game scaled to the new resolution.
Of course this approach would take a lot of work, specially from the designer, since there are a lot of images on the game, 30 levels with 3 layers of parallax, and over 100 animations between all the elements, plus the SVG levels that map physics world (we are using level SVG parser).
I would also have to check all the touch functions and the sprites with a hard coded position (mostly Hud and the Menu). I did tried to use the win Size for this, but I'm pretty sure there are sprites with fixed positions.
I know that checking the Menu and Hud position should not take much time, but I'm worried about the time it could take to scale all the images, and specially the SVG files that map the physics of the game.
I would like to know if I'm in the right path regarding the porting of the game or if there if someone have though of a better easy solution.
I tried modifying the gluLookAt eye z parameter, but this didn't work really well. I haven't work with OpenGL since college around 3 years ago, and I don't remember very well the math behind the low level pipeline of it. Anyway, I don't think that modifying the Cocos2d rendering steps could work for my problem.