ipad 3 retina graphics

rustbucketrustbucket Member Posts: 19
edited May 2012 in Working with GS (Mac)
Sorry, this question has been asked in various forms but I'm not sure there's been a straight answer: If I create assets at twice the size for the ipad retina display and name them graphic@2x.png does GS pick those up and use them or do I have to wait for resolution independence to get activated in a future release? To my eyes it looks like it's picking them up but it's hard to tell because everything tends to look awesome on that screen. (this is with the GS viewer, not an adhoc/compiled app)

Best Answer

  • tenrdrmertenrdrmer Posts: 9,934
    Accepted Answer
    You will have to wait until GS supports retina for them to work like the @2x but as long as you are on the new iPad and your art is double sized you will get retina quality. Resolution independence is actually for the older devices. When supported GS takes the full size art renames it to @2x and then creates a full set of half sized art for the older devices so no memory is wasted by loading larger than needed images.

Answers

  • rustbucketrustbucket Member Posts: 19
    Alright, so at the moment keep importing my non-retina graphics into GS but also create @2x versions for when the next release comes out. I can live with that. Thanks for setting the record straight.

  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Honestly I would not be naming anything @2x just import you full retina artwork and manually resize your actors to half. then your already set when you have the ability to turn on Resolution independence.
  • rustbucketrustbucket Member Posts: 19
    Only problem with that is I can't get my full screen background images in as they are well past the dimensions limit. I'm using the non-retina and when GS does enable retina I'll just reimport all my @2x graphic files that I have tucked away for safe keeping.
  • ellfireellfire Member Posts: 187
    edited May 2012
    Only problem with that is I can't get my full screen background images in as they are well past the dimensions limit. I'm using the non-retina and when GS does enable retina I'll just reimport all my @2x graphic files that I have tucked away for safe keeping.
    I built my app using retina graphics from the start. You're right, BG's at 2048 are an issue, so I put in half res images for those. However, I would keep using all the retina graphics you can as you go along, that way, you only need to swap in a few images vs a whole game's worth. That's pretty easy if you show the contents of the GS Project folder and plop in your better graphics into the images folder. I would also not change the names between your retina and normal graphics. That way, when you replace the files in the images folder, GS is none the wiser and will just use them.

    Basically what @tenrdrmr said.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    Don't rename your images @2x

    When retina support comes in GS does tht for you, if you important images that already have the @2x appendage, it might duplicate it and screw things up.

    I designed everything in retina, then just copied the folder and batch resized everything and imported the small images. When retina is ready, I'll remove those images and bring in the retina stuff.
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