Different Resolutions.
PIXOMUSE
Member Posts: 101
Hi,
I'm slightly confused as to the different resolutions available on the three main devices, ipod touch ( 1st / 2nd gen ) 320x480, ipod touch ( 4g ) 960x640, and the ipad ( 1024x768 ).
Now, I've searched the forums and found some basic answers, but can someone help me delve a little further, what is the best resolution to create a game at ? It seems likely that the 960x640 res. would be best - but I'm not sure ? ( BTW - I'm not a user of GameSalad as yet - will soon have my iMac though ! ).
I've read some posts about a checkbox for resolution independence or something similar that takes care of the art when scaling to other devices, but how well does the work, can someone show me a real world example of how your art looks ( only using the 'checked' resolution method ) this way - post screenshots please ! I'm trying to plan ahead, and I've seen what scaling can do to an image in things like Photoshop, etc, so I'd be super interested in seeing actual screenshots of this scaling in action and how they compare against the IPad version ( 1024 x 768 ) right down to the ipod 1st gen ( 320 x 480 ) ?
Other than wanting to see examples, I'd be interested to hear peoples thoughts on this whole area anyway, and what has worked best / good pactice for you ?
Think I'm waffling now, so I'll leave it now, and check in later !
Thanks.
I'm slightly confused as to the different resolutions available on the three main devices, ipod touch ( 1st / 2nd gen ) 320x480, ipod touch ( 4g ) 960x640, and the ipad ( 1024x768 ).
Now, I've searched the forums and found some basic answers, but can someone help me delve a little further, what is the best resolution to create a game at ? It seems likely that the 960x640 res. would be best - but I'm not sure ? ( BTW - I'm not a user of GameSalad as yet - will soon have my iMac though ! ).
I've read some posts about a checkbox for resolution independence or something similar that takes care of the art when scaling to other devices, but how well does the work, can someone show me a real world example of how your art looks ( only using the 'checked' resolution method ) this way - post screenshots please ! I'm trying to plan ahead, and I've seen what scaling can do to an image in things like Photoshop, etc, so I'd be super interested in seeing actual screenshots of this scaling in action and how they compare against the IPad version ( 1024 x 768 ) right down to the ipod 1st gen ( 320 x 480 ) ?
Other than wanting to see examples, I'd be interested to hear peoples thoughts on this whole area anyway, and what has worked best / good pactice for you ?
Think I'm waffling now, so I'll leave it now, and check in later !
Thanks.
Comments
The book doesn't cover resolution independence though. I don't use this feature. I just put higher res graphics in the game. Performance issues aside, I think it helps - even with 480x320 displays.
Here's my thinking on the issue... design for landscape, 960x640, that way you can hit a lot of platforms... iPhone 4 / iPod Touch. And then, it's usually not too hard to make the jump to 1024x768 for laptops and Mac desktops.
Thanks.
'does the resolution independance only scale down, not 'up' for the ipads 1024x768 display ?'
Thanks.
The advantage to resolution independence is improved performance for older hardware.
It's a good question... perhaps the iPad would grab the low res, as it hasn't been updated yet. I'm not sure. I haven't tested it. I didn't worry about it, because I just make it work with the high res graphics - disabling resolution independence. While I haven't tested it, I assume the iPad would take advantage of 960x640 sized graphics in full-screen mode. It's still not perfect, as there would still be some scaling.
It's a bit of a mess. Vector graphics and universal binaries would clean it up... but GameSalad doesn't support that... not yet anyway.
...but if Resolution Independence is disabled, and the higher resolution graphics are included, it should look better on the iPad. That's what I'm thinking anyway. I haven't tested it.
Anyway, thanks for all the info. Much appreciated, all !
Ipad still needs its own app
For iphone....
all res independence does is make smaller versions of your graphics
If you make all large graphics (x2 size) for your iphone game and it runs fine on a low level device you will be optimized for retina without using the res indy button
It is only a system for adding performance to lower device rather than scaling anything up