960 by 640 or 480 by 320 help
bilzosgames1
Member Posts: 11
hey everyone now this has been driving me crazy for a very long time, im about to publish hopefully in a week and my game looks kinda blurry, i have made all my art in 960 by 640 and the scene is 480 by 320, the art looked blurry not like how i made it so i decided instead of having to resize everything in gamesalad ill just remake my art in 480 by 320 i hoped this will give it perfect quality because their was no resizing, it made no difference, so i was just wandering when i put the game on my iphone or ipad to test will the quality become perfect or will it stay blurry i have seen many games made in gamesalad and the quality has been amazing but mine looks horrible i have set it to 72 dpi and i have done everything correctly maybe im missing a step but could someone explain how they make their art from your art program to gamesalad i do it like this:
1. i open up adobe flash set the scene size to 960 by 640 then draw my art when im done i export it to .png
2. i open the .png file in photoshop trim it so i get a perfect cut around it then save it as .png
3. i open up gamesalad and drag it in and use it.
that's it is their a step im missing?
is adobe flash a bad program for making art?
what is the problem?
if any one could help solve my problem i would be very happy
thanks for reading
bilzosgames
1. i open up adobe flash set the scene size to 960 by 640 then draw my art when im done i export it to .png
2. i open the .png file in photoshop trim it so i get a perfect cut around it then save it as .png
3. i open up gamesalad and drag it in and use it.
that's it is their a step im missing?
is adobe flash a bad program for making art?
what is the problem?
if any one could help solve my problem i would be very happy
thanks for reading
bilzosgames
Best Answer
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lycettebros Posts: 1,598If you are making an iPhone game with independent resolution then you MUST have double resolution sized graphics.
Eg. a background image must come in as 960x640 to then scale correctly down to 480x320 once placed on the stage.
If you are making a game without independent resolution then you can work at the 48x320 size - no doubling resolution.
Most people would only work with independent resolution iphone projects as that supports Retina screens which is really the standard now.
Based on what you have said if you are working at 960x480 then the graphics should be OK. Make sure you have resolution independence checked in the project file.
Answers
It might not even be the same ratio which could account for poor quality blurry images
also ive downloaded the png inspector from deep blue apps the free version and every time i check my pictures it says bit depth too high does that effect anything the bit depth is 32
thanks everyone for the help
bilzosgames
If you are using a full transparency/alpha mask with an image a 32bit file is fine. (RGBA8888)
You can have 256 colour files (8bit) with simpler transparency options but then you loose a lot of colour depth and mask subtlety.
thanks for reading
bilzosgames