Resolution independent....useless?

NeverbeNeverbe Member Posts: 117
edited November -1 in Working with GS (Mac)
I created 960x640 scene, I used resolution based rule (like moveTo) i try this project on an iPod with standard resolution and the game worked perfectly, with no problem.
So, why use resolution independent?

Comments

  • LordTarantorLordTarantor Member, PRO Posts: 890
    I dont know about all this resolution independent, but I see the difference when I play my game in my iphone and then in my ipod, specially in the image text. Its not that they look bad in the ipod its just that in the iphone they look amaizing.
  • StusAppsStusApps Member, PRO Posts: 1,352
    Because you will be using more memory and cpu than is necessary on the standard ipod/iphone with the hi-res images. Using resolution independence will create a resized version that is automatically used on these devices. If you make a whole game with iphone 4 hi-res graphics and resolution independence not ticked, then try to run it on a standard res device it will not play anywhere near as good as it could do.
  • NeverbeNeverbe Member Posts: 117
    StusApps said:
    Because you will be using more memory and cpu than is necessary on the standard ipod/iphone with the hi-res images. Using resolution independence will create a resized version that is automatically used on these devices. If you make a whole game with iphone 4 hi-res graphics and resolution independence not ticked, then try to run it on a standard res device it will not play anywhere near as good as it could do.
    Understood ;)
    My game will have only static pictures/text, some sound effects and some animation (two or three frames). I will try with and without resolution independent...
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