Retina vs non-Retina - sales?

DigiChainDigiChain Member, PRO Posts: 1,288
Hi, just wondering if a potential customer will be able to tell whether a game is developed for a Retina (iphone4) device or not before purchasing? Is it displayed in the app store somewhere?

I'm working on what will be a large game - and plan to use the lower screen res to keep size and memory usage down but don't want this to have a negative effect on possible sales.

Comments

  • drewcollinsdrewcollins Member Posts: 11
    I dont think you can tell until you get the app or if the developer says so in the description.
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    It will not look as sharp on an iPhone 4 if you don't at least make your images twice the size that you need when designing for iPhone 3GS and lower. You don't "have" to use the resolution independence if you design your graphics with 960X640 screen size in mind. You just have to scale down the images when you import them onto the stage. And since you designed the images twice bigger than needed for iPhone 3GS and lower…you will be okay when displayed on iPhone 4.
  • quantumsheepquantumsheep Member Posts: 8,188
    It really depends on the game - Joe's new one (and Grisly Manor too) doesn't use Retina graphics, and it's not affected his games at all.

    However, it's seen as a bit 'odd' if you don't have Retina graphics in a game that might appeal to the Touch Arcade lot.

    So yeah - depends on the type of game you're doing!

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    Now will the project resize program make all your images for the IOS divice your changing it too? Or will you have to redo the graphics?
  • DigiChainDigiChain Member, PRO Posts: 1,288
    Cheers guys.

    Well, I don't think I have a choice - my game would grind to a halt if I were to produce it at retina resolution.

    Slick>

    Surely making the images at the 960x640 resolution and scaling down - is no different to just making them at 480x320 in the first place. The output resolution would be the same - but you'd just end up with a bigger game project size, due to oversized images that weren't necessary???
  • GamersRejoiceGamersRejoice Member Posts: 817
    Well Tiny Wings should have taught us all that it doesn't actually matter.
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    Digi-chain said:

    Slick>

    Surely making the images at the 960x640 resolution and scaling down - is no different to just making them at 480x320 in the first place. The output resolution would be the same - but you'd just end up with a bigger game project size, due to oversized images that weren't necessary???

    iPhone 3GS and lower has 480x320 resolution, and the iPhone 4 uses 960x640. If you make a background designed at 480x320, when viewed on the iPhone 4, it won't look as sharp, since it is capable of displaying a resolution that is twice that. Not saying that it will look horrible, but it won't look as good as it could.

    If you have resolution independence checked, and you drag in a background that is designed at 960x640, it will automatically scale it down to 480x320 when you drag in to the stage in GameSalad, but it still has the information of a 960x320 image, which that information will be used on the iPhone 4. It is a waste for 3GS and earlier, but you are designing with both displays in mind.
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