Ipad graphics.

DreamLabDreamLab Member Posts: 2,127
I am making art for an ipad game, Do the same rules still apply as for an iphone on the whole divisible be four stuff? Thanks
DL

Comments

  • xyloFUNxyloFUN Member Posts: 1,593
    Hey DreamLab,
    I make a lot of iPad stuff and keep all my graphic dimensions to even numbers.

    In contrast, for the iphone and resolution independence, I keep all dimensions to even numbers that can be divided two times without becoming uneven. For example, a 30 x 30 pixel image is OK for the iPad but not ok for iphone!

    Cheers :)
  • UtopianGamesUtopianGames Member Posts: 5,692
    You can make them any size for ipad but it's still the same as in a 400x400 will be a 512x512 texture and if you have 600x600 sprites it will be a 1024x1024 texture.

    The bigger the texture the harder the iPhone will have to work so if you can keep them under rather than just over these sizes.

    32x32 64x64 128x128 256x256 512x512 1024x1024.

    Think that's correct but if you want a sprite that's 27x23 that's fine on iPad.

    Darren.
  • DreamLabDreamLab Member Posts: 2,127
    @ xylofun
    @utopiangames

    Thanks really helped.
    DL
  • forkliftforklift Member Posts: 386
    So wait, a 26x26 px image on an ipad will be treated as 32x32 px in regards to memory usage?
  • UtopianGamesUtopianGames Member Posts: 5,692
    Yes I'm sure that's correct well 99%.

    Darren.
  • xyloFUNxyloFUN Member Posts: 1,593
    forklift said:
    So wait, a 26x26 px image on an ipad will be treated as 32x32 px in regards to memory usage?

    Yes!

    Now imagine a 2 by 520 pixel image. Not pretty!
    That's why in professional graphics design, we use one big texture and cram as much info on the sheet as possible! Those of you who are familiar with the terms "unwrap mesh" or "UV mapping" know what I'm talking about :)

    Please note that the above terms do not apply to GameSalad as no 3D models are imported (just 2D gfx)
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