In the meantime, since the creator allow you to only import up to 1024x1024 images, you can add the higher resolution ones directly in the images folder inside the project file (right click to open it).
Hopefully there will still be a fast way to make one app and publish to all. It's not very feasible to QA totally separate projects.
The problem is that if there is one app for all iPad models then all those customers with iPads and iPad2s (tens of millions of devices already out there) will suddenly find that app sizes dramatically increase (anything up to 500% in size) for no appreciable benefit to them.
So tens of millions of people will potentially be downloading (for example) 300MB of data for a 98MB game . . . . if we bundle Retina graphics and standard graphics into the same iPad app.
Of course some apps will hardly be effected, those that don't use a lot of images will barely change size at all, but if you have an image heavy app there is going to be a sizeable file size increase even for poor old iPad/iPad2 owners.
@Tynan You're right. And it's more true with how GS handle the Retina Independence option, as it is now if that option is selected all the big images are resized by the GS servers and included in the published app. The problem is that most of the times the resized (smaller) images are bigger in terms of file size than the original one. It would be nice if they would allow us to resize the images ourselves that way more precious KB/MB can be saved.
Another nice option that some games have is that you download the game with the low resolution images and if you want you can click a button to download the higher resolution ones.
Apple bumped the limit for download size over 3G/4G to 50mb. This would take care of smaller iPad apps, and if you're over that then your app was probably over 30mb before the new iPad. I'm far less concerned with optimization of space due to images when compared to the speed at which we'll be able to produce the new retina display iPad apps. Now has historically been the time for big waves to be made in the app market, and we need to be a part of it.
I've been working in larger formats ever since the news leaked about Apple's huge order for ultra high definition screens the same dimensions as the iPad's screen.
What would be awesome is a change in the import size restriction for images so that tiling won't become a major pain in the butt.
Comments
So tens of millions of people will potentially be downloading (for example) 300MB of data for a 98MB game . . . . if we bundle Retina graphics and standard graphics into the same iPad app.
Of course some apps will hardly be effected, those that don't use a lot of images will barely change size at all, but if you have an image heavy app there is going to be a sizeable file size increase even for poor old iPad/iPad2 owners.
Another nice option that some games have is that you download the game with the low resolution images and if you want you can click a button to download the higher resolution ones.
another idea would be to launch two ipad versions. HD and Super HD. That could solve the large app sizes, which is painful for data carriers.
I've been working in larger formats ever since the news leaked about Apple's huge order for ultra high definition screens the same dimensions as the iPad's screen.
What would be awesome is a change in the import size restriction for images so that tiling won't become a major pain in the butt.