resolution independents shrinks image?

BramHoddssdBramHoddssd Member Posts: 414
I made my guy width 36 and height 44. I opened GS, set it to resolution independents, and dragged him into the game. Then he was width 18 and height 22 (half the size). I went to home and turned resolution independents off then dragged him into the screen again. The new one i dragged in was the right size. Should this happen?

Comments

  • firemaplegamesfiremaplegames Member Posts: 3,211
    What is the resolution of the image? It needs to be 72dpi. It sounds like yours is higher.
  • BramHoddssdBramHoddssd Member Posts: 414
    no mine is 72 dpi
  • firemaplegamesfiremaplegames Member Posts: 3,211
    hmmm. i don't know.
  • BramHoddssdBramHoddssd Member Posts: 414
    but why would it be half the size when its resolution independents?
  • jweaver911jweaver911 Member Posts: 439
    Isn't that what it's supposed to do for the "current" gen resolution? Since the retina is essentially double doesn't it cut it in half?
  • BramHoddssdBramHoddssd Member Posts: 414
    Oh really? So its suppose to do that? So i'll just make the image two times bigger.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    yes if you want to use resolution independence all of your image files need to be double sized. Game Salad cuts the pixel size in half but leaves the image dimensions the same so that it appears clear and proper sized in older devices and then uses the high res when on iphone 4 or new itouch.
  • synthesissynthesis Member Posts: 1,693
    To use RI...simply make your images at the higher resolution.
    Then in the game...layout at the low resolution...but use images twice the size.

    For example...a button in the game is 32x32 pixels.
    The actor will be 32x32 but the image inside the actor is 64x64.

    GameSalad will automatically create the 32x32 low res image when you compile the app. It will also then automatically rename the original 64x64 image with the @2x suffix...which will tell the 4G devices to use the RI graphic inside the 32x32 object.

    In short....the 4G iPhone has a screen graph that is 320x480 that is the same as the 3G. However...the 4G has 4 pixels on the screen for every single pixel on the 3G...which gives it the higher resolution. This is what allows a 4G to display both 3G and 4G apps universally.
  • ChaserChaser Member Posts: 1,453
    I had the same problem so I said screw reso. Half the stuff I put in would be the size I made it and half would change after a while
  • synthesissynthesis Member Posts: 1,693
    @Chaser...

    I recommend you re-think your position against retina display resolution independence...as embracing it will make your game (and any game for that matter) look 10 times better on those 4G devices. Plus it gives you a sales point in your description: "Game Supports Retina Display Resolution".
  • ChaserChaser Member Posts: 1,453
    synthesis said:
    @Chaser...

    I recommend you re-think your position against retina display resolution independence...as embracing it will make your game (and any game for that matter) look 10 times better on those 4G devices. Plus it gives you a sales point in your description: "Game Supports Retina Display Resolution".

    I would love to use it if I had a reliable work around. I mean I would put a 64x64 actor on scene and after I put it on screen and did no more editing I could go to another scene and come back and now the actor on screen could be smaller or bigger depending on what GS felt. Perhaps it was at glitch in the project. Maybe I'll try a new one and see what happens. I had even renamed the same image and imported it to GS , made it an actor again, drag it on scene and it would show up twice as big
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