Fairly new to SpriteKit and was trying to create a simple game involving controlling a character to avoid objects being dropped from the top of the screen (iphone only).
Currently my game is easier on devices with larger screen sizes as my sprites and their physics bodies don't scale based on the screen size.
I was wondering what would be the best way to go about scaling all of my sprites based on their screen size.
I've tried scaling the SpriteNodes appearance and physics bodies based on the "self.view.bounds.height / 736" as I saw on several articles and other online postings. That resized the sprites correctly but messed up the different impulses and movements I applied to the character node as each sprite now had a different size and weight due to its physics bodies changing to scale for each screen.
How would I go about rescaling my sprites and the physics affecting them so that the game plays the same across all different types of devices (i.e. easier on iPhone 6+ and more difficult on iPhone 4).
Thank you!