Resolution Independence help???

wroachbarrettewroachbarrette Member Posts: 101
edited November -1 in Working with GS (Mac)
i dont know the first thing about graphic design i just code games but when i enable resolution independence all my images are blurry, any help?

Comments

  • synthesissynthesis Member Posts: 1,693
    Make sure all of your original images are sized for a 960x640 resolution. They should be 24bit and 72 dpi. Then GS will automatically scale them for the 480x320 resolution. Make sure when you create your actors...you use the larger image sample...but reduce the actor size for the smaller resolution.

    In short...create the graphics for the large resolution...but create the app for the smaller resolution. GS will scale the app up for the larger resolution devices and scale down the graphics for the smaller resolution devices automatically when the RI checkbox is checked.

    Also...
    Make sure your images are a multiple of 4 in size. This means that a 120x120 is good since half that size is 60x60 so it will land on a layout point at 30x30 (center). If the imager were 119x119...then half that would be 59.5x59.5 which will be blurry when centered on a layout point.
  • synthesissynthesis Member Posts: 1,693
    @TSB:
    If you have an image that is 110x110 at high res...then use RI to scale it for 3G. The image is then 55x55. If you then position X (or Y) at display.width/2 (or anything / 2 for that matter)...the image will split a pixel...Unless you place a floor() wrapper on every actor/expression regarding placement.

    If you force place the images (and/or they don't move)...then you won't have problems generally...but if you images/actors are dynamically located...then split pixels (and blurring) may occur.

    Best to use power of 4...then you avoid pixel shifts on the 320x480 grid.
  • wroachbarrettewroachbarrette Member Posts: 101
    ok so just to clarify, i need to go into images, then open them all up and check the size so that there powers of 4, i dont know about the 24 bit or the 72dpi as i have no idea what those things mean if youd like to explain PLEASE because i probably should know this, also should i go into all my actors and make sure that there size is also set to a power of 4??
  • synthesissynthesis Member Posts: 1,693
    If you are using Photoshop...use the Save For Web export option. Then select 24bit color and make sure your image resolution is set to 72 (in the image size settings) and export as a png. Most photo editing programs will allow you to set the resolution and color depth. All this can be preset when you create a new image in Photoshop. As for other software...you will need to use the help sections of those...as I only use Photoshop.

    You don't really need to check all your images if they look okay when you test the app. But if you have blurry images...the first thing you should check is the image size (power of 4) and bit depth...as those 2 things can cause blurring.

    Rule of thumb is...always use an even number sized image.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    What if the resolution independence is not checked. with the graphic look bad on iphone4? I will always in the future remember this but i really don't want to have to go through and change all the graphics on the game i have done.
  • firemaplegamesfiremaplegames Member Posts: 3,211
    They will get pixel doubled on the iPhone4 and will look a little blurry.
    Not too bad though.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Hmm... well I guess I'll have to see what it looks like. but basically i should make the image 4 times the size of what i want the actor to be and then scale the actor to the right image size and it will all look right on both devices?
  • firemaplegamesfiremaplegames Member Posts: 3,211
    Make the art 960x640, but design the game as if it were 480x320. Resize all your actors for the smaller screen size. GameSalad will automatically make the smaller set of graphics based on your hi-res ones.

    I also noticed that if you do not use Resolution independence, images that are rectangular and do not have any transparency will have black lines on an iPhone4...

    I reported it in this thread:
    http://gamesalad.com/forums/topic.php?id=9378#post-66410

    I would definitely test your game on all devices before publishing to make sure it looks ok.
  • synthesissynthesis Member Posts: 1,693
    tenrdrmer said:
    ..but basically i should make the image 4 times the size of what i want the actor to be and then scale the actor to the right image size...

    NO....
    Make the image twice the size of what you normally would. Continue to layout the game at 320x480 (as FMG suggests). You are correct however about scaling your actor size for the smaller layout grid.

    The 4 times thing refers to the dimensions of the image and should not be confused with overall image size/resolution. The image height and width "should" be measured as a multiple of 4. For example...images dimensions could be 4, 12, 16, 20, 24, 40, 88, 124, etc....all multiples of 4. This way when GS scales down the image for older devices...they will be multiples of 2...in order to avoid pixel splitting when laying out to a half pixel point.

    Odd dimensioned images can at times cause blurring if incorrectly placed. To be safe...use images with the correct multiple...a multiple of 2 if not using RI or a multiple of 4 if using RI.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    OK I think i get it now. LOL well i guess its good i didn't go ahead and make all of the levels cause i think i'm gonna have to recreate some of my images and change some actor sizes. Good to know this stuff ahead of time before the first time i load it on the phone and its all jacked up and i freak out. lol

    Thanks
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