Force hi-res graphics for Mac App

When I publish my iPhone 5 project as mac app. Mac app is using low-res graphics. Can I somehow force it to use ratina graphics?

Comments

  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    edited December 2012
    There is only one set of graphics the mac app can use. So it will use whatever is in your images folder.

    So if you use HD size images, you'll be fine.

    e.g I have an iPhone project at 480 x 320. I publish that project at mac size. But I replace all the images with images that are four times the size. So 1920 x 1280.

    And then it looks nice and sharp on the mac.
  • imGuaimGua Member Posts: 1,089
    edited December 2012

    There is only one set of graphics the mac app can use. So it will use whatever is in your images folder.
    So if you use HD size images, you'll be fine.
    .
    @HoneyTribeStudios Look http://i.piccy.info/i7/a90f39f4a526cd46b328f699f45dd361/4-50-143/16038214/rest.jpg

    there is low and hi res versions of images in my mac app, and right now it is using low res version of images.
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    That's very strange.

    Only published iPhone or iPad games that have 'resolution independence' ticked should have the duplicate set of smaller images.

    What format are you selecting from the drop down list on the project info tab? I use 'macbook'.
  • imGuaimGua Member Posts: 1,089
    edited December 2012
    It's iPhone Landscape. Cause I don't want to redo all cameras. I guess the way for me
    to do it, is to rename all hi res graphics as low res. But I was wondering that maybe there is an easier way.
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    If it's an iPhone project just add the following change attribute as the first logic in each scene.

    change scene.camera.size.width to 480
    change scene.camera.size.height to 320

    Now choose macbook as the platform.

    It should all auto scale to macbook size.
  • imGuaimGua Member Posts: 1,089
    @HoneyTribeStudios It is not as easy as it sounds. I have a scene where I'm changing camere size on the fly. My interface choose where to spawn by looking at Device resolution and I didn't setup it for the mac. I have different tracking are in different scenes. I mean, if a want to set up it as a mac project, there is a lot of extra work involved. Simply putting actor that changes scene.camera.size will be to enough.
  • imGuaimGua Member Posts: 1,089
    edited December 2012
    Right now I think the best solution for me, is to make a copy of my project. Make it a mac project in project settings, publish it. Grab images from that project (with names like 1.png, 2.png, 3png), and put it in my mac project with iPhone 5 settings replacing all low-res pictures. It is easier than renaming all hi res graphics by hand alto I should also explore Photoshop option of batch renaming.
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    Well of course I don't know what your logic looks like. But having dynamic cameras that are set up for a 480x320 game doesn't sound like a problem.

    Like in my upcoming game Ashley Ao - the camera is auto zooming and it is set up for 480x320.

    So just adding the above logic and selecting macbook is enough to have it look and play like a natural mac sized game.
  • imGuaimGua Member Posts: 1,089
    @HoneyTribeStudios, everything is far easier. I just needed to uncheck resolution independence in project settings :)
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    Glad it's all working well then. A simple solution is always so much more satisfying!
Sign In or Register to comment.