Resolution Independence questions

IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
edited November -1 in Working with GS (Mac)
Hello,
I'm going to begin developing first update for my game, with Resolution Independence.
I have few questions, it would be great if anyone answer me on them:
1. If I understand RI in the right way, I think that game with this option will check if the device is iPhone 4 or different one, and then put full size graphics or graphics two times smaller, right?
2. What about graphics I don't wnat to be any smaller on older iDevices? I'll tell you why - in my game, most of the background graphics and actors are huge (800x600), so player has to move his characters head with the virtual analog stick. I know that I cannot put any graphic which is two times bigger than 800x600 in GS. So what do you think, I should do with this?
3. I just have to replace my graphics with new ones, and actor's sizes have to stay the same, right?
4. New graphics have to be two times bigger (with even size), and divisible by 4, and also their's size after division also have to be even, right?
5. Position or size of the actors have nothing to do with the quality of the images? I mean - if I have an actor (position f.e. X: 123.5 Y: 113.25 / size f.e. X: 114.345 Y: 93.1213), then image in this actor won't have lower quality?

Thank you very much!

Comments

  • PhoticsPhotics Member Posts: 4,172
    The wiki has some information about resolution independence...
    http://gamesalad.com/wiki/how_tos:gsc_resolution_independence

    With Annoyed Tomatoes, I simply kept all of my graphics at powers of two... or fairly close. For example, the animated tomatoes are at 256x256. I designed it for the iPhone 4 and enabled resolution independence. Without it, my game probably wouldn't run on older devices because the iPhone 4 graphics are huge.

    Position can effect image quality if you're using half-pixel measurements. Yet, for my games, it usually happens for moving actors. In that situation, I think that the loss of quality is negligible.
  • quantumsheepquantumsheep Member Posts: 8,188
    Also, I just found out today, that tiling doesn't work with RI switched on.

    So tiled graphics will appear fine on non-retina displays, but not on iphone/ipod touch 4. The graphic will just appear in the corner.

    Not a deal-breaker for us, but annoying nonetheless :(

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • StormyStudioStormyStudio United KingdomMember Posts: 3,989
    quantumsheep said:
    Also, I just found out today, that tiling doesn't work with RI switched on.

    So tiled graphics will appear fine on non-retina displays, but not on iphone/ipod touch 4. The graphic will just appear in the corner.

    Not a deal-breaker for us, but annoying nonetheless :(

    QS :D

    that is annoying...has it been pointed out before.. Do you think GS will be on the case already?
  • quantumsheepquantumsheep Member Posts: 8,188
    It is annoying!

    If you look at the Gravitrixx vid, you might notice some chevrons on the background.

    They were just a nice little subliminal indicator that you were moving in that direction.

    The graphics are tiled - if we made a full screen graphic, especially at Retina Display levels, it would eat the game memory for breakfast :(

    Removing them doesn't actually affect the game at all - it was just a nice little touch we'd put in.

    Fortunately, we can always switch them back on if we do an iPad version - a nice point of difference between versions ;)

    As far as I know, there's no timetable on a fix unfortunately.

    Someone make this their 'pause' crusade please ;)

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • JGary321JGary321 Member Posts: 1,246
    IF (and a big one) you just need the 'tile effect' to be horizonal then you can just use duplicate. That is what I am doing for the landscape in my upcoming game. I was gonna have it tile, but with RI enabled it was messed up. Now I just duplicate the actor. For me it's fine, bc being landscape I don't need it collide-able. Just FYI.
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    Hello,
    Could you please tell me if there is any way to turn on RI in GS, but not for every images?
    Or in other way - is there a way to disable RI for just one image?

    Thank you!
  • StusAppsStusApps Member, PRO Posts: 1,352
    TheMoonwalls said:
    Hello,
    Could you please tell me if there is any way to turn on RI in GS, but not for every images?
    Or in other way - is there a way to disable RI for just one image?

    Thank you!

    I don't think so, even if you pick apart the package and physically change the graphics files. The @2x ones are created during the publishing process at gamesalads server. If you try to change them in the delivered app file then it will cause an autenticating error in the file.
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    Thank you for the answer!

    I was asking, because I have one little problem (quote from my fist post):

    2. What about graphics I don't want to be any smaller on older iDevices? I'll tell you why - in my game, most of the background graphics and actors are huge (800x600), so player has to move his characters head with the virtual analog stick. I know that I cannot put any graphic which is two times bigger than 800x600 in GS. So what do you think, I should do with this?

    Could anyone please give me any advice on this? Thank you!
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