Is res independence really that important? Any tricks to save MB usage?
I have this game and it's at 17mb already.
No idea. Most of it is set up for RSI. but seriously.... it's not that big of a game.
Any help would be good guys.
No idea. Most of it is set up for RSI. but seriously.... it's not that big of a game.
Any help would be good guys.
Comments
Someone told me to have them at RSi on for the iPhone 4 Graphics? Cause people will think the graphics are poor on a iPhone 4 O.o
arrrrrgh. Now i'm mega lost.
You can make your game optimized for Retina, or not. If you want to make graphics for Retina, all of them should be two times bigger than the standard graphics (so, instead of 480x320 background, you have to make 960x640 background etc.). If you have those graphics for Retina, then you should turn on RI in GameSalad, to save RAM usage.
So i've been told to set up Ri and have all images set to double there intended size.
If I don't use Ri/set double size, my images/actors will look poor on iPhone 4 devices.
Right?
Edit - on my 3GS it actualy had parts in the game where it looked good and bad.
I turned of RSI and now on the bit that looked bad it looks good.
Weird.
If you click RI, but don't include double size images, then your graphics will look bad on 3Gs.
Clear?
If you enable RI GS assumes that ALL of your graphics are sized for retina displays. Repeat, ALL of your graphics. GS then creates a small version of ALL of your graphics for use on non-retina devices. This results in larger builds but lower RAM usage on non-retina devices. One of the side-effects of creating smaller copies of your images (1/2 resolution, 1/4 pixels) is that graphics with dimensions that are not divisible by 2 become blurry and graphics that are not divisible by 4 become off center. You can solve both issues by just making sure your graphic dimensions are all divisible by 4. Also, it doesn't help to just go into photoshop and resize the image because you end up with the same blurry mess. Graphics should be created or trimmed down to the right size.
If you disable RI and follow all of the rules above your game will look fine on retina and non-retina devices. The only difference is GS will not create the small versions of your art and it will not swap out the hi-res graphics on non-retina devices. This results in smaller builds and increased RAM usage on non-retina devices.
Edit: This also results in increased processor activity because all of the downsizing is done in the device.
Also, because RI only works if all of your art is hi-res, you shouldn't use it if you want to mix and match graphics of varying pixel densities.
Power of 2 sizes always work, 32 64 128 256 512 etc etc
But if you need an odd size (sometimes you do) then just make sure that when it's divided in half, its result is an even number.
In my experience so far, it doesn't have to be explicitly divisible by 4.
Also when you say your game is 17 mb, do you mean in memory or is that how big the game is when you compile it into an .app file?
Everyone really seems to way over think RI.
First Re-read BarkBarkCo's post its a very good way to understand Whats happening.
Second the power of 2 rules only affect memory uses so forget about it unless you are having massive memory issues.
Third Create your actors to the size you want them to be and make sure they are even numbers.
Forth once you have decided on your even numbered actor sizes. Double those numbers and wham you have the needed image size and it will be divisible by 4. Create your art to this size and save it as a png with 72DPI and your good to go.
Now the only way you can mix and match High Res and low res art is two uncheck RI and then still use High res images where you want. Those images will still appear great on high res devices and will appear in low res on the low res devices however your low res device will be using the same memory and processor as though it was a high res image. Translation -- worse performance.
Good luck and hopefully this sheds some light on the subject. Don't let it scare you its very simple when you don't make it into more that it really is which is just double sizes.
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Thanks heaps!!!! Makes things a lot clearer.
Bless yas. Will def show my Graphics partner.
So if you have photoshop that is an option. When saving for web I try to use les colours as well. So 128 instead of 256 for example.
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