Really burley on iPad

Well I made the app 568 by 320 and it looks great on iPhones! But one of my friends told me it looked super blurry on iPad.. How would I fix this?

Comments

  • SocksSocks London, UK.Member Posts: 12,822

    iPads (from iPad 3 onwards) all have a QXGA resolution screen (2048 x 1568 pixels), so ideally you would need to build your game with this resolution in mind.

  • http_gamesaladhttp_gamesalad Member Posts: 1,340

    Oh god.. I have to redo all these levels?.. Is it possible just to make the app available on iPhone then when I'm done I can make it iOS universal? @socks

  • SocksSocks London, UK.Member Posts: 12,822
    edited November 2014

    @http_gamesalad said:
    Oh god.. I have to redo all these levels?..

    If they have been built at the wrong resolution then unfortunately you'll have to rebuild if you want the game to look good.

    @http_gamesalad said:
    Is it possible just to make the app available on iPhone then when I'm done I can make it iOS universal? socks

    You'd need to ask someone else, I am not the person to ask about publishing, it's always been a dark art to me ! But as far as I am aware you can release the game as iPhone only (but someone more knowledgable might chime in).

  • http_gamesaladhttp_gamesalad Member Posts: 1,340

    @socks so you recommend me making all my apps (2048 x 1568 pixels) from now on?

  • SocksSocks London, UK.Member Posts: 12,822

    @http_gamesalad said:
    socks so you recommend me making all my apps (2048 x 1568 pixels) from now on?

    A lot of people build their projects as iPad size (2048 x 1568 pixels) and then make their iPhone projects from that master file, so yes it's a good way to go.

  • http_gamesaladhttp_gamesalad Member Posts: 1,340

    @socks I saw someone here on the forums the said if you make your artwork triple the size i'll look great on all all platforms! .. Will gamesalad know to resize the graphics down for iphone/ipod touch?

  • http_gamesaladhttp_gamesalad Member Posts: 1,340

    @socks what if I made the graphics triple the size, would that work?

  • SocksSocks London, UK.Member Posts: 12,822
    edited November 2014

    @http_gamesalad said:
    socks what if I made the graphics triple the size, would that work?

    Triple the size of what ? That's the question ! :)

  • http_gamesaladhttp_gamesalad Member Posts: 1,340

    @socks triple the size of the graphics .. Someone said on here if you make it triple size ill be HD .. I just want to know if I do make the size triple, will gamesalad know to scale it down according to the IOS device?

  • jsorr2jsorr2 Member Posts: 279

    @Socks said:
    Triple the size of what ? That's the question ! :)

    WE all knew what he meant LOL

    @http_gamesalad‌
    Turn resolution Independence off, make sure all pictures are are divisible by 2 and yea, make them 3 times bigger. If they are pixel art, you can do this in Paint program easily.

  • SocksSocks London, UK.Member Posts: 12,822
    edited November 2014

    @jsorr2 said:
    WE all knew what he meant LOL

    It's all a guessing game to me unless it's written out ! :smile: I'm never sure.

    @jsorr2 said:
    . . . make sure all pictures are are divisible by 2 and yea, make them 3 times bigger.

    The recommendation was always to make sure your images (if applied 1:1 on the actor) are be divisible by 4 (assuming they are sat on a whole pixel value position), this stops images being placed on sub-pixel values on a Retina screen (and when divisible by 2, being placed on sub-pixel values on a pre-Retina screen).

    The whole make your images divisible by 4 (or 2) + make them 3x times the resolution + keep within the powers-of-2 rule is - collectively - advice that has evolved unchecked over time and might not always be the best advice any more.

    @http_gamesalad said:
    socks triple the size of the graphics .. Someone said on here if you make it triple size ill be HD .. I just want to know if I do make the size triple, will gamesalad know to scale it down according to the IOS device?

    If you are working with an iPad project as your 'master', I would make all your images 2x the size of the actor the image is being applied to (so 4 times the area). Using 3x sized images will produce unnecessarily large image files because x3 falls foul of the powers-of-2 rule . . . and will offer you no advantage in quality, in fact the quality in certain circumstances will be lower than if you had used x2 images.

    Example:

    Working with x2 you have a 512 x 512 pixel actor, so you produce a 1024 x 1024 pixel image . . . which uses 1024 x 1024 pixels of memory on the device . . . which is the ideal situation for an iPad app.

    Working with x3 we have the same 512 x 512 pixel actor, but you produce a 1536 x 1536 pixel image . . . which, because of the powers-of-2 rule, uses 2048 x 2048 pixels of memory on the device - 400% the size of the image you would produce taking the 2x route - which is pretty massive difference ! And this larger image will still just end up being shown at 1024 x 1024 on the iPad . . . except because this 1024 x 1024 pixel image has been interpolated from a 1536 x 1536 pixel image you will inevitably have some quality loss in the form of smearing/aliasing/blurring/softening (call it what you want).

  • http_gamesaladhttp_gamesalad Member Posts: 1,340

    @jsorr2‌ what if I made the size of the scene 1000 by 1000 and the tripled the graphics? Theres no reason why it shouldn't work on all platforms right?

  • SocksSocks London, UK.Member Posts: 12,822
    edited November 2014

    ...

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    in order to keep your graphics looking the best on all devices you want to design for the iPad making your graphics 2x the size of the actor.

  • http_gamesaladhttp_gamesalad Member Posts: 1,340

    @jonmulcahy‌ what if I can't turn RI off? Because I'm on windows.. so you get the choice once

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    @http_gamesalad said:
    jonmulcahy‌ what if I can't turn RI off? Because I'm on windows.. so you get the choice once

    It will just use the larger images and the device will scale down.

    You need a Mac to publish to iOS anyways, so you could always hit that flag before you publish.

  • http_gamesaladhttp_gamesalad Member Posts: 1,340

    @jonmulcahy‌ so is it better with RI on or off?

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    I have read that it is better with RI off on older devices, but I've not tested it myself.

    either way, the important thing to go with is this:

    1. if you start with an iPad based project, design your art at 2X the size of the actor
    2. if you start with an iPhone6+ based project, design your art at 3x the size of the actor
    3. the iPad based project will have the least amount of scaling across all devices, so in my opinion, is the better starting point.
  • http_gamesaladhttp_gamesalad Member Posts: 1,340

    @jonmulcahy‌ okay! & what size is the screen is it 786 by 1024 or 2048 by 1568? And I should have RI checked right? I'm trying to clear this up so I won't make the same mistakes again I did in my other 2 apps

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    Design Project for 768x1024
    Graphics 2x actor size

    All the RI button does is make smaller copies of your graphics instead of allowing the device to do it. Some people think that looks better. Personally I turn it on.

  • http_gamesaladhttp_gamesalad Member Posts: 1,340

    @jonmulcahy‌ thanks you! :)

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