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For a landscape game, where I built the scene around a 16/9 ratio, I used this script to handle the camera.ortographicSize property dynamically, to have a constant of X number of unity units on the width. Also if necessary you can modify it to help you align the scene to bottom of top depending of your needs(use screen aspect ratio, scene aspect ratio, ...


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Quick question. What is the best way to save a game score in a mobile device (iOS and Android) using Monogame (example game Flappy Bird score)? Well there is only 1 way to do it with MonoGame and that is using the IsolatedStorageFile class. All the other approaches you mentioned do not use MonoGame and if you are looking for any Mono solution you ...


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Ok since you want numbers, I can only guarantee you one number: 1. That's me. But some things can't be put into numbers, and that's how people feel about certain things. When you release updates for different platforms at different times, and assuming the user are already waiting for this update, the users who have to wait longer get the feeling of being ...


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Depends solely on the Game play ! During the project postmortem of failed games the development manager has to justify the failure and at such times the launch date is one the best escape excuses. But the truth is it was the bad content selection from day one itself. If the game content and game play is really fabulous then after the Quality assurance is ...


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You typically don't need different sizes of assets - imported textures and sprites with automatically-generated mip maps will look nice when rendered at any size less than or equal to the original pixel size of the image. The scene layout is the challenge. One good approach is as follows (and FYI I use a 3D camera looking at 2D content positioned at z=0): ...


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Delaying releases seems to be counter-intuitive to Boyd's Law of Iteration which is foundational to modern agile project management, agile SDLC, and even agile marketing philosophies. http://blog.smartbear.com/development/john-boyd-and-the-origins-of-agility/ http://blog.codinghorror.com/boyds-law-of-iteration/ Consider the following diagram which the ...


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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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