Just when you place your graphic into the scene make sure it's size is divisible by 2. Otherwise if it's not. Then the image will be blury when running on an ios device or running as a game.
All of the above and more info is said about this in tshirtbooths tutorial of optimizing art with gamesalad
Well I make my images whatever size in Photoshop/gimp shouldn't matter to much. But it must be divisible by 2 once placed in a gamesalad scene
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
edited November 2013
And to add a bit more detail, if you are intending publishing to the iTunes Store, you'll want to use/check Resolution Independence for sure (always nowadays) and so you need to bring in your image twice the size as what you want to see on-screen.
So: example, 100x100 pixel image showing in GSC/Device ought to be made as 200x200, 72ppi. And these doubled sizes ideally should be exactly divisible by 4 (so the size shown on-screen being divisible by 2, as @CodeMonster said).
Also you probably know but, you can make an image 44 X 8 for instance. Or 8 X 256.
Just make an image any size you want, get out your calculator, divide the width then the height by four and make sure you don't get something like .980973.
Sorry if that's a bit obvious. As above Here is a link to tshirtboth's tutorial >>>
I created an image 2048x1536 ,1024x768 for my layer in gamesalad
what I do not understand is if this size is ok, or should be in game salad 1024x1024 to look good as it appears on the video :"Optimizing your art for games made with GameSalad"
Yeah, if they're not divisible by 2 then they'll end up blurry and you'll use up a lot more project file space. When it could be at 500KB with something divisible by 2, it'll be like, 1MB. I am using that technique ever since my my project file was 20MB and I was only on level one... :-SS Check out Optimizing your art for games using GameSalad in the GameSalad CookBook: http://cookbook.gamesalad.com/tutorials/1/parts/5
I created an image 2048x1536 ,1024x768 for my layer in gamesalad
what I do not understand is if this size is ok, or should be in game salad 1024x1024 to look good as it appears on the video :"Optimizing your art for games made with GameSalad"
As long as your image is divisible by 2, I think 2048x1536 is okay, because it is...
SlickZeroHouston, TexasMember, Sous ChefPosts: 2,870
Actually, the divisible by 2 (or 4) is only relevant when importing the image into GameSalad. Once you have it imported, it doesn't really matter what size it is on the stage.
Actually, the divisible by 2 (or 4) is only relevant when importing the image into GameSalad. Once you have it imported, it doesn't really matter what size it is on the stage.
Yep. You can resize them and stuff. That's what I do. ;0
Comments
All of the above and more info is said about this in tshirtbooths tutorial of optimizing art with gamesalad
And to add a bit more detail, if you are intending publishing to the iTunes Store, you'll want to use/check Resolution Independence for sure (always nowadays) and so you need to bring in your image twice the size as what you want to see on-screen.
So: example, 100x100 pixel image showing in GSC/Device ought to be made as 200x200, 72ppi. And these doubled sizes ideally should be exactly divisible by 4 (so the size shown on-screen being divisible by 2, as @CodeMonster said).
Just make an image any size you want, get out your calculator, divide the width then the
height by four and make sure you don't get something like .980973.
Sorry if that's a bit obvious. As above Here is a link to tshirtboth's tutorial >>>
what I do not understand is if this size is ok, or should be in game
salad 1024x1024 to look good as it appears on the video :"Optimizing your art for games made with GameSalad"
Check out Optimizing your art for games using GameSalad in the GameSalad CookBook: http://cookbook.gamesalad.com/tutorials/1/parts/5