Optimising Graphics for iPhone 4. Help
I've currently been working on a game I hope to release by the end of next week.
Everything was going fine untill I realised there Graphics where suited for the 3GS and not the iPhone 4.
It's been very difficult and I can't believe the complications caused by this and i've started to fall behind on the actual game itself.
So if I just set it up for a 3GS for now and update the Graphics (Turn resolution independence on) once the game is complete. Would that make things easier, or is that ever harder?
Thanks in advance!
Everything was going fine untill I realised there Graphics where suited for the 3GS and not the iPhone 4.
It's been very difficult and I can't believe the complications caused by this and i've started to fall behind on the actual game itself.
So if I just set it up for a 3GS for now and update the Graphics (Turn resolution independence on) once the game is complete. Would that make things easier, or is that ever harder?
Thanks in advance!
Comments
300kb size range that need to be sized down. Currently they are at 960x640 72 dpi.
I noticed in photoshop that if you save them for the web they can be saved
As 8 bit or 24 bit png size. They both look great even on the iPad.
The 8 bit format is half the kb saved size.
What do you think about they saved file size
For iPhone 4 and iPad apps?
http://gamesalad.com/forums/topic.php?id=15070#post-115181
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Wherever I could, I saved my images in the PNG-8 format under Save for Web... in Photoshop. Which creates a 256 color palette for the image. If it doesn't look too awful, you can also lower that number to get it even smaller.
PNG-8 also allows you to make one single color transparent. I use that whenever possible.
If the image needed full transparency, I saved it out as PNG-24.
I then ran all of my images through ImageOptim.
Like Colin says, this only lowers the overall file size, not the RAM needed to display the images.
Lowering the file size helps your sanity as well. It of course makes it much quicker to upload/ download/ install on your phone/ etc. Those extra minutes start adding up when you are testing your game heavily.
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I just tried "save for web" on some 960x640 images I needed to optimize. I found that saving as a jpg, they saved much smaller than png. I didn't need to make any customization choices, and they looked just as good as the png image. However, GameSalad crashed every time I tried to import the image. I then took the exact same .jpg image and renamed it as .png. This time the images imported into GS just fine and also looked great. I then tried this on a 122x64 image and didn't get the same results as far as quality, so I saved as a png-8. The final image looked great and was much smaller than I originally had.
To sum it up, I hope the technical info from FMP I pasted above is helpful to you, and that my experimentation notes are helpful in some way too. Good luck!
And changing the extension doesn't change the file format unfortunately, if anything it has potential to cause problems.
I am I missing something.
So png in general should give nicer images.
That said it also depends on what your image looks like and how many compression you use in your jpeg.
The fact that the jpegs imported in gamesalad giving smaller png's says something about the way gamesalad compresses png files. It apparently does a good job.
I ask myself if an image saved as png and then ran through ImageOptim isn't as good as gamesalads png.
Something I should test perhaps.
Lump Apps and My Assets
Lots of useful information : )