retina images

rnyacoubrnyacoub Member Posts: 132
hi,
ist a must that my app should support retina or ist ok use normal ones
regards

Comments

  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    It's not a must, but everything is going that way now. Apple requires high rez screenshots now, so you may want to just go ahead and do everything high rez. That's the route I'm going at least.
  • ChobbifaceChobbiface PRO Posts: 491
    edited February 2012
    The choice is yours really - you don't have to, but most games nowadays are retina so if you do want to compete, I'd recommend you do retina images.

    Edit: lol slickzero, I saw your post instantaneously as I clicked post, beat me by 0.0001s ;)
  • rnyacoubrnyacoub Member Posts: 132
    thanks, i searched the forum for retina setup but i couldnt find any useful info. whats the procedure how can i do it?
  • ChobbifaceChobbiface PRO Posts: 491
    All you need to do for retina is make your images double sizes of any actors in Gamesalad. So e.g. an actor in Gamesalad on the scene is 60x60 pixels - make your image for this actor 120x120 pixels (instead of 60x60 pixels).

    Another thing - if you tick resolution independence in your project on the home screen - Gamesalad will automatically create non-retina images for non-retina devices when you publish i.e. 3GS below devices
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    Haha. We said the exact same thing, but different :P
  • JoeMeisterJoeMeister Member Posts: 602
    Still slightly confused. I am half way done with my game and I am not going back to change all my images to high res. I am also trying to keep the game around the 20MB limit. So my question is, once I am done with the game can I just use the images/screenshots stored in the GS file and make them 960x640 in PS and be done?
    Also, how can one create a highres/retina game and keep it under 20MB? :O
  • MotherHooseMotherHoose Member Posts: 2,456
    ah… @JoeMeister … of course you can replace images in the image folder … but may have problems with the sizes when your project is running
    simply duplicate your project … import the resized images into it and Preview
    (don't forget to optimize your images!)
    also, if you want to just enlarge your current images … increase the dpi first … enlarge and then put the dpi at 72 again
    enlarging can cause blurring but less of it with higher dpi

    just skip checking resolution independence … to avoid duplication of image files in your app build
    make your images twice the size as usual …
    960x640 would only be required for backgrounds … a 60x60 image should be enlarged to 120x120

    to keep size down … incorporate things like buttons (Start, Options, Reset, Home, etc.) into your background image …
    and use an invisible coverActors to register touches
    when touch is pressed –changeAttribute: self.Color.Alpha To 0.5 just before the actionBehavior … gives a nice effect
    even having coverActor to at some point will display images to cover an area of a background work well
    EX: door is closed in background image… the coverActor is touched… the coverActor changes Image to open door … or vice versa
    that saves one image … and bytes

    @};- MH
  • JoeMeisterJoeMeister Member Posts: 602
    Thanks Mother...but what I meant was just to copy the screen shots from the GS folder and re-size them and use them for the upload to Apple when I submit the game. I didn't mean to replace them in the project file.
    I like your idea about the incorporation of some elements into the background image. Thank you.
  • MotherHooseMotherHoose Member Posts: 2,456
    edited February 2012
    think that GS gives us the opportunity to take screenshots and stores them for our convenience in developing … we get to see the little icons instead of black spaces when we are searching for a scene.

    I have always copied out then deleted the contents of that screenshot folder before publishing … left the folder empty … did use the images I had copiedOut in iTunes connect … but did not have within the apps I submitted … Apple doesn't look for screenshots there!

    @};- MH
  • JoeMeisterJoeMeister Member Posts: 602
    Yes thats correct. I was just asking if it would be good enough to use these screen shots, res them up to 960x640 (cause thats what Apple wants from now on when you download your app for approval) and use these?
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