Retina question for GS devs - Clarification

JamesZeppelinJamesZeppelin Member Posts: 1,927
edited November -1 in Working with GS (Mac)
or anyone else who knows, for that matter

First, I do like the new retina support.

I am confused though.

On my newest game I made my graphics double size to prepare for retina display

I have NOT ticked the resolution independence box yet

The build still looks gorgeous on the iphone 4

SO......... my question is this

Is checking the box more of an issue of making smaller files for the older devices?
meaning if your game runs fine with double size images there is no need to check the box as it automatically uses the highest resolution?

When i check the box, the only thing that happens is the older devices look a little worse.

Comments

  • chosenonestudioschosenonestudios Member Posts: 1,714
    JamesZeppelin said:
    Is checking the box more of an issue of making smaller files for the older devices?
    meaning if your game runs fine with double size images there is no need to check the box as it automatically uses the highest resolution?

    When i check the box, the only thing that happens is the older devices look a little worse.

    Yes, thats exactly what it does, if your game will run on a 2nd Gen device with the High res art, I wouldn't use resolution independence. It just bloats the file size, but if it can't run because your using up all the ram on images I would use Res Ind.
  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    Thanks!

    That's awesome.

    I suppose that means we can find a good middle ground that looks good but performs on older devices rather than going with the full double size.

    Sounds like there is a little more ability to tweak than i thought.
  • Rob2Rob2 Member Posts: 2,402
    You need resolution independence checked to correctly layout hires (doubled) art on the 480x320 iphone stage.
  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    Rob2 said:
    You need resolution independence checked to correctly layout hires (doubled) art on the 480x320 iphone stage.

    I have been using images exactly double size and it works fine without ticking the box.

    I'm pretty sure it works like chosenstudios said
    ticking the box just makes a duplicate of every image at half size for better performance on older devices
  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    Yeah that's what I'm doing too
    It looking great so far

    Gs's secret automatic ip4 support is killer
  • Rob2Rob2 Member Posts: 2,402
    The whole point of resolution independence is that you work with artwork sized for display on a 960x640 screen but in the editor you only have a 480x320 space to work with. Therefore you tick the box and it is all automatically displayed at half size.

    Then a half size copy is made for 480x320 devices.

    If you are working with images that are double the size but they look ok in the editor without resolution independence ticked you must be resizing them somewhere?
  • Rob2Rob2 Member Posts: 2,402
    There does seem to be a bug which is maybe where your confusion is coming from.

    If you create an actor and THEN drop an image onto it in the left pane of the editor it is not displayed at half size as it should be with resolution independence ticked.

    It seems for the automatic sizing to take place actors with images need to be created by dropping the image directly on the scene or by dropping the image into the actor bay but NOT on top of an already created actor.
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