retina images
rnyacoub
Member Posts: 132
hi,
ist a must that my app should support retina or ist ok use normal ones
regards
ist a must that my app should support retina or ist ok use normal ones
regards
Comments
Edit: lol slickzero, I saw your post instantaneously as I clicked post, beat me by 0.0001s
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
Also, how can one create a highres/retina game and keep it under 20MB? :O
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
I like your idea about the incorporation of some elements into the background image. Thank you.
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