Setting up for Iphone4

fullviewmediafullviewmedia Member Posts: 92
edited November -1 in Working with GS (Mac)
I am starting a new game and just wanted to conform the procedure for making a game 4th gen ready or 960px. Which option do I select in Target platform? For a platform game can I then just build wider than 960px like say 3000 wide and use the camera to move?

Any help would be great thanks.

John

Comments

  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    your art needs to be double the size of the actors you are putting it on.

    But you build the game based on 480x320 size.

    Also make your actor sizes a multiple of 4 before doubling for the art size. this will help when an actor is placed on a half pixel position with not getting distortions
  • calvin9403calvin9403 Member Posts: 3,186
    also check on resolution independence
  • shalinorshalinor Member Posts: 4
    tenrdrmer said:
    your art needs to be double the size of the actors you are putting it on.

    But you build the game based on 480x320 size.

    Also make your actor sizes a multiple of 4 before doubling for the art size. this will help when an actor is placed on a half pixel position with not getting distortions

    Please excuse the potentially silly question, but this means that if the actor is 5x5, the art needs to be 10x10 (and at 326ppi rather than 72ppi)??

    And does the multiple of 4 mean 4, 8, 12, 16, 20, 24, etc or 4, 16, 64, 256?

    Cheers,
    Shalinor
  • calvin9403calvin9403 Member Posts: 3,186
    iphone4 has an 336ppi, but 3GS or older iphones has 168ppi
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    All art needs to be 72ppi just double size the dimensions so yet 5x5 should be 10x10 but use
    4, 8, 12, 16, 20, 24, 32, 36, 40, etc…the double dimensions will be converted by GS and a low res version will be displayed on old devices and the high res image will have the dimensions compressed giving you the same size as the low res image but the high res pixel count.Which I think is 288ppi not sure were you are getting your 326 number
  • shalinorshalinor Member Posts: 4
    tenrdrmer said:
    All art needs to be 72ppi just double size the dimensions so yet 5x5 should be 10x10 but use
    4, 8, 12, 16, 20, 24, 32, 36, 40, etc…the double dimensions will be converted by GS and a low res version will be displayed on old devices and the high res image will have the dimensions compressed giving you the same size as the low res image but the high res pixel count.Which I think is 288ppi not sure were you are getting your 326 number

    I got the numbers from Youtube (gendaigames): Creating an iPhone App start to finish using GameSalad - Part 1.

    That to program for iPhone, you need to design everything at 960x640. Not too sure where I got the ppi's, I can only presume either youtube or somewhere on the web or in a tutorial of one form or another.

    Thanks for the answers - they will make it a lot easier to make a game work for various devices.

    Cheers,
    Shalinor
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    if you want to design a game with resolution independence, just hit that check mark.

    design the game as if it was 480x320. The only difference with RI turned on is that you want to make your artwork at twice the size. So id you have a 100x100 actor on screen, the artwork should be 200x200. when the game is run on the iPhone4, gamesalad will automatically double everything and use the larger art. if it's run on an older device, it uses the smaller art copy it creates.

    it's pretty simple, design as you always did for 480x320 but use artwork twice the size.

    the other rules are to prevent your artwork from getting stretched or blurry when it's resized.
  • fullviewmediafullviewmedia Member Posts: 92
    Thanks everyone, this really helps, I guess if I had a 3g and iphone 4 I could do some simple testing on the device but I only have the ipad.

    Thanks again
  • mzxmzx Member Posts: 151
    Okay, sorry to ask again. So, I don't have to go to "scene-attributes" and change that to 960 x 640 if I wanted to be retina supported ? 'Cause I've been doing that for months now :P.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    jonmulcahy said:
    if you want to design a game with resolution independence, just hit that check mark.

    design the game as if it was 480x320. The only difference with RI turned on is that you want to make your artwork at twice the size. So id you have a 100x100 actor on screen, the artwork should be 200x200. when the game is run on the iPhone4, gamesalad will automatically double everything and use the larger art. if it's run on an older device, it uses the smaller art copy it creates.

    it's pretty simple, design as you always did for 480x320 but use artwork twice the size.

    the other rules are to prevent your artwork from getting stretched or blurry when it's resized.

  • mzxmzx Member Posts: 151
    okay... I feel terrible... but thanks for clearing it up!
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