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I am not familiar with SpriteKit, or Cocos2D, so I can't answer that question. However you should be able to accommodate any screen size if you use percentages. If you calculate the percent of pixels where each circle is placed in regards to your original image, you can use this value to calculate the placement of each marker in the target resolution. For ...


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The easiest solution would be to create the graphics at the size of the highest resolution, but older iPhones have little memory so this solution would only work (smoothly) on the newer models. Instead you should target 2 resolutions. 1920 x 1080 for the iPhone 6(+) and 1136 x 640 for the 5(S). In this way you will only have to downscale for the iPhone 6. ...


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Before you do anything with your program, check which phone the app is on and edit the screen size based off that. Apple Developer site --> UIDevice class. this class lets you get software and hardware information about the specific device your running. then do a series of if else if statements that 1 by 1 compare, when it matches, it sets the display, ...



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