No one will guess what happened to me - but some of you can surely relate!

xyloFUNxyloFUN Member Posts: 1,593
edited November -1 in Working with GS (Mac)
Unlike most Saturdays, which are just lazy days, we had to get up early because the iphone someone lent me last night needed to be returned!
My test didn't go well as my new app shows perfect on the V3 iPod but when viewed on an iPhone4, there are little black boxes around the gfx :(
Than the most amazing thing happened! My wife gave me an early Christmas present and now, i will be able to finish my app, do all the testing i need because i no longer have to bug someone to lend me her/his iphone!

COOL, huh?

Comments

  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    wooo!
  • xyloFUNxyloFUN Member Posts: 1,593
    JohnPapiomitis said:
    wooo!

    Almost what I said! (my exact words were: wooooooooooooooooooooooooooooooohhhoooooo!)

    If you say I'd very slow and I say it very fast, than is almost sounds the same!

    Speaking of "the same" I wish I didn't have to redo the artwork again ...
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    xyloFUN said:
    Almost what I said! (my exact words were: wooooooooooooooooooooooooooooooohhhoooooo!)

    If you say I'd very slow and I say it very fast, than is almost sounds the same!

    Speaking of "the same" I wish I didn't have to redo the artwork again ...

    How did it get messed up R.I.?
  • xyloFUNxyloFUN Member Posts: 1,593
    Well, i have full screen and non full screen pictures in my app. The fullscreen ones do scale once you drag them onto the viewer but the smaller images so not! They appear as twice the size and there is nothing I can do about it!
    So, i then went ahead and made all the artwork compliant with the 480 x 320 format and the demo works perfect on the iPod 3rd gen but when played on the iPhone4, there are black lines around the smaller images.

    Maybe you remember that I make smaller images visible by manipulating the Alpha value (0 - 1)

    This is a slight set back and the simple workaround is to make all artwork 960 x 640 and let Gamesalad downsize it. The payoff is very large file size which I would have loved to avoid ....

    If you know something else i could try ... please do tell :)
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    If you make all art twice the size of actors you should be fine.

    Make all of your actor sizes multiples of 4 and the all of your art twice the actor size. then check RI. If you started non RI and then Changed you may have to go through and edit all of your prototypes sizes once you change to the bigger art.
  • xyloFUNxyloFUN Member Posts: 1,593
    tenrdrmer,
    thank you for mentioning that!

    I usually make the artwork and then drag the images and sounds into gamesalad (images to images and sounds to sounds)
    From there, I add an actor, add the rules and then drag an image onto the actor after which the actor resizes itself.

    So do i need to go manually into the actors attributes and adjust them?

    Say i have a HD game graphic that is 250 x 300 pixels (just to pick an example)

    i drag that onto an actor, drag the actor into the scene and immediately, the actor takes on the new image dimensions. I then double click the actor and adjust the dimensions to 50% or 250 (125) and 50% of 300 (150) after which the images should be showing in the right proportions.

    I will try that ... maybe confirm if i understood you right? I'll be busy for a few minutes with setting up my iphone so that i can preview my stuff.

    thanks a lot! :)
  • firemaplegamesfiremaplegames Member Posts: 3,211
    Hey xyloFUN,

    I made a post about that issue a few months ago:

    http://gamesalad.com/forums/topic.php?id=9378

    Maybe that will help you out!

    Joe
  • xyloFUNxyloFUN Member Posts: 1,593
    firemaplegames,
    bingo! That is exactly what i saw in my app. There was this tiny black line around the images :(

    Since you know A LOT more about this stuff than i do, i'd like to ask you something.

    I'm a musician and my way of fixing something is usually to "improvise" which gets the job done but a pro would not do that.
    So, what do you think if i would use full screen images BUT make the parts that are not needed transparent?
    Will that yield smaller image sizes inside GS?

    As of today, i have an iphone and can test this further but it would be helpful to know how GS uses the images once loaded into memory.

    I use The GIMP for all my artwork and in a few minutes, will try to create two identical images, except one has 80% of the content removed and made transparent.

    Again, thanks for pointing me to your post :)
  • xyloFUNxyloFUN Member Posts: 1,593
    OK,
    making the unused pixels transparent, does NOT make the image smaller .... who knew!

    So I am left to think of something else ....

    Question:

    Say i have a scene with 10 images in it that I also need for 10 mores scenes (identical images). Does GS reuse the already present assets or does copying a scene automatically add to the file size?

    If copying a scene and the images used for that scene just creates instances, i can live with full screen images i suppose?

    each image is about 300kb 960 x 640 and png format :)
Sign In or Register to comment.