Tiling and Resolution independence

revsterrevster Member Posts: 18
edited November -1 in Tech Support
It seems that I am having trouble getting the tiling feature to work right with resolution independence turned on.
I have a 32*32 tile which started out with a 16*16 image( GS automatically scales the image with resolution independence turned on) then I set the image to tile and when testing on the original ipod it shows up with twice as many squares as in both GameSalad and the iPod(twice the resolution)
I did change the image to 64*64 to test the tiling.

I might be doing it wrong but I cant get images to tile with the same ratio, perhaps I'm missing a step.

Comments

  • revsterrevster Member Posts: 18
    Oh, thanks for letting me know! ...So no tiling if you want hi res images, for now.
  • quantumsheepquantumsheep Member Posts: 8,188
    revster said:
    Oh, thanks for letting me know! ...So no tiling if you want hi res images, for now.

    We came up with a pretty cool work-around.

    In the original version of Gravitrixx ( http://itunes.apple.com/us/app/gravitrixx/id404543866?mt=8 ) we had 'chevrons' in the background that changed to show the direction of gravity.

    We tried it with a full stretched image, but found that it took up too much memory to run well on anything under a 3GS.

    So we tiled a smaller chevron image, and all was well till we found the very same issue you speak of. We had to pull the chevrons from the final release :(

    After some thought though, we just managed to get a workaround.

    Tshirt has a 'test' that can determine what model of iphone you have - you essentially spawn an image on start-up every 0 seconds and count how many times the image was spawned.

    Older devices spawn less images than newer ones!

    Using this info, we managed to put the original tiled chevrons back into the game. If the count from the test was *over* a certain amount, we knew we were dealing with a retina display device.

    If this was the case, the original tiled chevrons spawned a new full screen stretched image and destroyed the original tiled actor.

    We've been trying to submit this update all weekend with no success. But that's another story!

    Hope that helps!

    QS :D

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

  • revsterrevster Member Posts: 18
    QuantumSheep, thanks also for your input! That is a pretty cool workaround! I'm defiantly going to experiment with something like that, perhaps you could also have the user select which device upon startup and have different actors placed where you want tiling to be done. But I think i'll try to implement that strategy you just described.
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