Screen resolution setting does not work on device but works on simulator

Hi guys,
I’m creating a universal app for both iphone/ipod n ipad family. My game will support iphone5 resolution so this is my config.lua :

if string.sub(system.getInfo("model"),1,4) == "iPad" then  
 application =   
 {  
 content =  
 {  
 width = 768,  
 height = 1024,  
 scale = "letterBox",  
 xAlign = "center",  
 yAlign = "center",  
 fps = 60,  
 },  
 notification =   
 {  
 iphone = {  
 types = {  
 "badge", "sound", "alert"  
 }  
 }  
 }  
 }  
else   
 application =   
 {  
 content =  
 {  
 fps = 60,  
 },  
 notification =   
 {  
 iphone = {  
 types = {  
 "badge", "sound", "alert"  
 }  
 }  
 }  
 }  
end  

What i’m trying to do is, if it’s ipad then my app will use auto-scale, if it’s not then my app will handle it myself.
Tested on simulator viewing as iphone5, works fine… no black bar on the side but when i tested it on my new ipod touch the app still stays like it’s still on 960x640. I checked everything and everything seems in order and it works on simulator

Very confused… help??

[import]uid: 76697 topic_id: 35636 reply_id: 335636[/import]

Umm. Quite Good I am not such a BIG developer but shouldn’t you even edit your ‘build.settings’ file for this. [import]uid: 204739 topic_id: 35636 reply_id: 141693[/import]

Is there a reason why you removed all of the width/height/scale/align parameters from the “content” table of the “else” condition? I’ve never seen this done. I suppose it might default internally to something, but I suggest that you set all of the necessary parameters and test again.

Regards,
Brent [import]uid: 200026 topic_id: 35636 reply_id: 141719[/import]

well, the idea why i don’t use the width, height and scale for “not” ipad device is that i want to handle the scaling screen adjustment myself.

If I enter 960x640 for the other devices then the game will defaulted in that resolution and auto scale kicks in if i use iphone5 resolution [import]uid: 76697 topic_id: 35636 reply_id: 141739[/import]

Do you have the required Default-568h@2x.png file in the folder with your main.lua? iOS uses this to trigger tall mode on the 4" I devices [import]uid: 199310 topic_id: 35636 reply_id: 141820[/import]

Umm. Quite Good I am not such a BIG developer but shouldn’t you even edit your ‘build.settings’ file for this. [import]uid: 204739 topic_id: 35636 reply_id: 141693[/import]

Is there a reason why you removed all of the width/height/scale/align parameters from the “content” table of the “else” condition? I’ve never seen this done. I suppose it might default internally to something, but I suggest that you set all of the necessary parameters and test again.

Regards,
Brent [import]uid: 200026 topic_id: 35636 reply_id: 141719[/import]

well, the idea why i don’t use the width, height and scale for “not” ipad device is that i want to handle the scaling screen adjustment myself.

If I enter 960x640 for the other devices then the game will defaulted in that resolution and auto scale kicks in if i use iphone5 resolution [import]uid: 76697 topic_id: 35636 reply_id: 141739[/import]

dude follow, it work for me. It work for you(I think)

application =
{
content =
{
width = 320,
height = 480,
scale = ‘zoomStretch’
}
} [import]uid: 226037 topic_id: 35636 reply_id: 142506[/import]

Do you have the required Default-568h@2x.png file in the folder with your main.lua? iOS uses this to trigger tall mode on the 4" I devices [import]uid: 199310 topic_id: 35636 reply_id: 141820[/import]

dude follow, it work for me. It work for you(I think)

application =
{
content =
{
width = 320,
height = 480,
scale = ‘zoomStretch’
}
} [import]uid: 226037 topic_id: 35636 reply_id: 142506[/import]