When I add an image 128x128, it changes to 64x64
luisba313
Member Posts: 10
I just added an image 128x128, I created an actor, and added the image to the actor, and when I drag the image to my GS sreen (game screen), it is more little than expected, so I go to the preferences of that actor and I can see it is 64x64. It changed automatically.
WHY? (I want to make a game with iphone 4 resolution)
THANKS
WHY? (I want to make a game with iphone 4 resolution)
THANKS
Comments
You need to make your art twice the size you want it to be.
cheers
also when using R.I. you want to make sure your image numbers are even when divided by 4
But do they need to be even when divided by 4 ? That is to say: divisible by 2 after being divided by 4 !?
Which would rule out things like GameSalads own default actor size of 100 x 100 pixels . . . . ?
Sorry if I am being stupid here, but I've not worked with Retina yet, gearing up for iPad Retina stuff !
For non-Retina projects the image simply has to be divisible by two (that is the dimensions need to be an even number of pixels) - rather than needing to be "even when divided by 2".
I think this is wrong too.
The goal is to have images with an even number of pixels on whatever platform we are aiming for - the reason we want an even number of pixels is that GameSalad measures the position of an actor from it's centre point - so if that actor is an odd pixel count the centre will fall on a half pixel value - so the whole image will be aliased between two adjacent pixels.
If our goal is to have images with an even number of pixels then . . . . .
For normal (non-Retina) projects our image's pixel count simply needs to be divisible by two - ie: even - (rather than "even when divided by 2").
For Retina projects our image's pixel count needs to be [even when a half resolution image is produced for non-Retina devices] so only needs to be even when divisible by 2 (rather than "even when divided by 4").
Hope that makes sense ! Let me know if you think I've got any of this wrong !! (Don't want to work on my iPad Retina project if I've misunderstood . . . )
Cheers.
No matter what it is always the best practice for your actors to be sized to even numbers. So once you have the size of your actor then you need to simply double the dimensions. Thats it in a nut shell. Start with even then double it and your good. thats the size you want your artwork to be.
Now the slightly more complex explanation of that simple thing. and please if my explanation confuses you, (I suck at explaining i'm not calling you dumb) just remember the very basic simple version I just gave you
Retina art has 4 times the number of pixels than regular art but you get 4 times the number by only doubling the dimensions. it works because your are doubling both dimensions there for quadrupling the number of pixels. If you are hell bent on creating your art before you create your game then you need to make sure when that the art dimensions are divisible by 4 so that when it is divided by 2 you still have an even number. the reason for this is you always what even numbers so you don't get a blurred image if your actor is not set right on a whole position. and on non-retina games the device calls images that have half the dimensions on the original artwork. Now the absolute easiest way to ensure you have a retina sized image that is divisible by 2 start with even non-retina dimensions and double them.
Hope that didnt add more mud than it removed for you guys.
Cheers
Normal image file dimensions should be an even pixel count.
Retina image file dimensions should be even when divided by 2.
How's that sound ?
Sidenote @tynan Got my spelling correction fixed below thanks
Having trouble with your game? Sounds like a personal problem.