Retina...make it clear for a noob :)

UtopianGamesLtdUtopianGamesLtd Member Posts: 120
edited November -1 in Working with GS (Mac)
OK so i realise if you do retina all art must be power of 4 so 8,16,32,48,64 etc

BUT.....

Would it be ok to have a sprite 100x20 (50x10 when reduced) 130x130 (65x65 when reduced) ?

Thanks in advance guys.

My thoughts are as long as the sprite is EVEN after its been divided by 2 it should be fine which kind of rules out the power of 4 rule?

Darren.

Comments

  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    It does not need to be power of 4.
    Power of 2 is just for memory usage. 2,4...128,256. Anything bigger than these numbers will use as much memory as an image with the next highest power of 2.

    For Retina Display it just needs to be divisible by 4 so it is clear. An image created for Retina Display will have a smaller version at half its size for non-Retina display device. That will make the image still even numbered on the dimensions so images won't be blurry because of pixel rounding.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    Am I right that if you leave res ind unchecked and size all your graphics up it will look great on retina display and fine on older displays? The difference is that with it unchecked older devices will have to deal with the larger images which may impact FPS on the older devices, correct?

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  • UtopianGamesLtdUtopianGamesLtd Member Posts: 120
    Good Q scitunes.

    Darren.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    The way i under stand is your actors need to be multiples of 4 and then image size double. this is so you don't end up with a split pixel in certain actor placements. So if you want an actor to be 50x10 it will actually need to be 52x12 or 48x8 so you have the right multiple of 4. then make your art double that size. i found if you start out working from the image size you end up with an actor that doesn't work right. Honestly don't know why you would go through the trouble of doubling you image sizes and not checking retina, but i guess i'd be the first to tell you i sure don't know it all. ;) I have followed what i just though on my game and it works great on both retina and no retina devices. and i definitely know if you don't double your art size with retina checked it will look really bad. lol
  • KhakionionKhakionion Member Posts: 48
    quoth scitunes:
    Am I right that if you leave res ind unchecked and size all your graphics up it will look great on retina display and fine on older displays? The difference is that with it unchecked older devices will have to deal with the larger images which may impact FPS on the older devices, correct?
    That's right. If you make a 400x400 pixel image for a 200x200 actor, all 400x400 pixels will be visible on the Retina Display, while the earlier devices will scale down the fidelity to 200x200. However, all platforms will have 400x400 pixels loaded into texture memory.
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