It means that it is compatible with the retina iPhone 4 screen. You will have to make your graphics double the size though and divisible by 4 so that they show correctly on both.
Do they have to be exactly double? Lets say that i import an image in which is 100 x 100 but within gamesalad i set the actor to 30 x 30 and then enable RI. Would this be ok due to the fact the original image is larger than the scaled size doubled? Or would it not work? What happens if its not divisible by 4?
GS has quite a complicated imaging system. It stores images in containers which go by the power of 2, so they are 16x16, 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024. If you had an image that was 16x17, it would store it in a 16x32 container. Therefore an image you thought was 16x17 would actually be read by your phone and GS as 16x32. This gets problematic when you get bigger, say a 257x513 image would actually be 512x1024... This will eat up your memory quite a bit.
Always use even numbers, even if you have to make an image 1 pixel bigger as GS blurs and doesn't respond well to odd numbered images. It also will have a big impact on memory usage on your device.
If you have resolution independence ticked, make your images divisible by 4 and so that number is still even. For example, if you had an image that was 344 pixels wide, when you divide it by 4 you get 86, that is great, it's still an even number.
Every since I started thinking like this, my performance on the devices has got tonnes better.
I am not sure but to my understanding you can use different powers of 2 for each dimension but please correct me if you know the truth. If it is the case then measurements like 32X128 or 16x64 will be efficient, not just square sizes.
Thanks for this. I knew GS did that with images, I havent used RI yet on any of my games so i have always just made sure that they were even so they didnt blur, i have never worried about dividing and making sure they are even as it never mattered before.
Now my latest game which is almost complete, just doing some testing and optimising, the graphics were semi done with RI in mind.
When using RI, do the graphics have to be exactly double what they are scaled as in GS? So lets say, i have a 40 x 40 actor in GS, do the graphics need to be 80 x 80 or are they ok as long as they are double or bigger? So a 120 x 120, would that be ok? I would of thought so but am not sure and dont have an iphone 4 to test with. I was under the impression that RI takes all your images, if its on an older phone, it then makes graphics half the size. SO i import my 120 x 120 picture, my phone isnt a 4th gen so it makes an actor that is 60 x 60 but then only displays as 40 x 40 as thats what is being scaled in GS? Would that be thinking right or am i wrong?
I'd like clarification on this as well. Either way, beefy you asked if they have to be double or just bigger, I'm not sure but why not just make the images double anyway? If anything, if they're bigger than double its just using up precious memory.
So... If i make an app in GS and dont tick the independent resolution thing, Will the app work on iPhone 3 and 4? And look right? I dont care if it takes advantage of the extra resolution on the iPhone 4, it just has to look right size wise. Thanks!
is it better to work with your games and scene set at the higher res while developing and then let the engine sort the lower version for your app or doesn't matter? What happens to instructions to go the screen coordinates? Are they just fixed for each version by the engine? And does the RI mode scale again in the same way for Ipad. I am not testing on an ipad yet and have seen games playing in small window on one which I presume would not happen if RI mode was enabled? WHich if the case would make me think it might well be better to work at eh high iphone res so you could keep an eye on the quality of the graphics as they would be displayed on a pad?
So the iPhone 4 cant just upscale the graphics? And as said earlier: what if i do a "go to coordinate". Will GS recalculate the coordinates? If it is possible in any way, i would love not to change my 320x480 and just let iPhone 4 rescale it - even though it might not look perfect.
If you use an iphone 4 and want to just use the 320x480 graphics you have, just dont the RI box. Only tick the RI box if your graphics are double the size they are within GS. If you dont tick the RI box and leave your graphics at 320 x 480 it will still look good.
The only thing i dont know is if you have RI ticked but your image is over twice the size. Backgrounds are easy, where i have an issue is on things like characters. I dont know the exact size i want them until i see them in GS and scale them there. I normally just get the characters done big enough and downsize.
the19thbear said: So the iPhone 4 cant just upscale the graphics? And as said earlier: what if i do a "go to coordinate". Will GS recalculate the coordinates? If it is possible in any way, i would love not to change my 320x480 and just let iPhone 4 rescale it - even though it might not look perfect.
Possible?:)
Basically all you have to do is use hi-res graphics. The actual 320x480 in GS is just really like a grid reference. You still use 320x480 coordinates in GS when making games for a retina display or a standard display.
tshirtbooth said: Keep in mind that using the better art is an advantage as when it comes time to make your game for ipad you already have the art that fits.
This is why currently my art is oversized. I have all my backgrounds imported in at the mo in ipad dimension. Could i tick RI and the results look ok seeing as they are over double the size?
Yeah, they'll look fine. When the project is published it will use your hi res graphics on retina displays and create a lower res version for 3GS and below.
Comments
It means that it is compatible with the retina iPhone 4 screen. You will have to make your graphics double the size though and divisible by 4 so that they show correctly on both.
Ace
Cheers
GS has quite a complicated imaging system. It stores images in containers which go by the power of 2, so they are 16x16, 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024. If you had an image that was 16x17, it would store it in a 16x32 container. Therefore an image you thought was 16x17 would actually be read by your phone and GS as 16x32. This gets problematic when you get bigger, say a 257x513 image would actually be 512x1024... This will eat up your memory quite a bit.
Always use even numbers, even if you have to make an image 1 pixel bigger as GS blurs and doesn't respond well to odd numbered images. It also will have a big impact on memory usage on your device.
If you have resolution independence ticked, make your images divisible by 4 and so that number is still even. For example, if you had an image that was 344 pixels wide, when you divide it by 4 you get 86, that is great, it's still an even number.
Every since I started thinking like this, my performance on the devices has got tonnes better.
Hope this helps?
Ace
Thanks for this. I knew GS did that with images, I havent used RI yet on any of my games so i have always just made sure that they were even so they didnt blur, i have never worried about dividing and making sure they are even as it never mattered before.
Now my latest game which is almost complete, just doing some testing and optimising, the graphics were semi done with RI in mind.
When using RI, do the graphics have to be exactly double what they are scaled as in GS? So lets say, i have a 40 x 40 actor in GS, do the graphics need to be 80 x 80 or are they ok as long as they are double or bigger? So a 120 x 120, would that be ok? I would of thought so but am not sure and dont have an iphone 4 to test with. I was under the impression that RI takes all your images, if its on an older phone, it then makes graphics half the size. SO i import my 120 x 120 picture, my phone isnt a 4th gen so it makes an actor that is 60 x 60 but then only displays as 40 x 40 as thats what is being scaled in GS? Would that be thinking right or am i wrong?
Any help would be great on this.
Cheers
And look right?
I dont care if it takes advantage of the extra resolution on the iPhone 4, it just has to look right size wise.
Thanks!
is it better to work with your games and scene set at the higher res while developing and then let the engine sort the lower version for your app or doesn't matter? What happens to instructions to go the screen coordinates? Are they just fixed for each version by the engine? And does the RI mode scale again in the same way for Ipad. I am not testing on an ipad yet and have seen games playing in small window on one which I presume would not happen if RI mode was enabled? WHich if the case would make me think it might well be better to work at eh high iphone res so you could keep an eye on the quality of the graphics as they would be displayed on a pad?
If it is possible in any way, i would love not to change my 320x480 and just let iPhone 4 rescale it - even though it might not look perfect.
Possible?:)
The only thing i dont know is if you have RI ticked but your image is over twice the size. Backgrounds are easy, where i have an issue is on things like characters. I dont know the exact size i want them until i see them in GS and scale them there. I normally just get the characters done big enough and downsize.
Cheers
Cheers
Ace
Does this mean that using artwork you created for an iPad App is more or less ready to be imported into an iPhone RI app?
Thanks-
Ace