I'm in the midst of creating my very first game right now using Cocos2D, which has been a great experience.
I used Apportable to compile it and first tried running it on the emulator, and it did not work. The initial graphic showed up but the game screen did not load up the views graphics. I did however hear some sounds.
I then tried it out on my brothers phone and saw that it actually did load up. However, the graphics and scale are all messed up. Now this makes sense since the resolution on his phone is higher than the android version. It also messed with the physics and the objects moved differently on there.
So my question is, how do you go about dealing with the scaling of graphics to work on Android vs. iPhone? The graphics look great on the iPhone4 and 5 versions, but on Android it just looks all messed up.
On a kind of related note - I plan on trying to integrate a sharing functionality for Twitter and Facebook on the game as well, and was wondering what the best way to go about this is. I'm using ShareKit for the iOS version, but not sure how to make this work for the Android version.
Any help is appreciated, thanks.