Now that the game has been out for quite some time, I’d like to gain some experience developing for other mobile platforms.
When work on the iOS version of Fruit Remover began back in 2009, the game art was designed around the portrait screen rotation since many of the applications included on the devices are primarily used that way. All of the screens were laid out in a way that I felt was best for that form factor. However, I did consider at some point I would want to support different form factors and devices and made some preparations in advance for this. For example, most of the art was created at twice the resolution used in-game. This came in handy when the iPhone 4 was announced, because I already had art for the appropriate resolution and updating the game to support it required very little effort. I also kept the original Pixelmator documents for the menu screens with layers and formatting intact, which would allow me to generate alternate versions of the same art in the future.
The obvious move at this point would be an iPad version of Fruit Remover, which I have begun preparing art assets for. Part of this involves recreating some of the old art in a widescreen form, and coming up with new layouts for menu screens that better fit in a landscape form factor. For example, in the challenge screen pictured above, the simple left and right arrows you used to use to toggle between challenges can now be replaced with a scrollable list. (Note, the screenshot above is not an in-game screenshot but a work in progress. Some obvious things are missing, such as the text shading present in the iPhone/iPod version.) As previously I am thinking about the future when I do this though, so this art was actually created at an extremely high resolution, 2732×1536. This resolution may seem odd, because if Apple were to adopt a retina display for the iPad 3 it would likely have a resolution of 2048×1536. I added the extra width in this case in preparation for 16×19 widescreen devices. That resolution scales down perfectly to 1920×1080, great for 1080p televisions so in the event I ever wish to port to a device with that resolution I’ll be ready for it. In the screenshot above, the borders are darkened to show the extra space offered by a 16×9 display over the 4×3 display present on the iPad.
Unfortunately, developing art a such a high resolution is actually somewhat difficult because it’s larger than the resolution of my monitor and Pixelmator seems to be not as stable working with images that large. But it’s worth the effort, the graphics look very sharp at full size.
Currently, I have no specific time frame as to when I want to finish iPad support for Fruit Remover. I come back to this project every once and awhile when I feel like it, it hasn’t been on a regular basis like when I first started. I have also purchased some additional devices that I’d like to do some development for, so perhaps at some point we might see additional platforms supported. I’ve also been thinking about what my next major project will be, but haven’t decided on anything yet.

