i mean exactly what i said lol. When using Resolution Independence all your artwork has to be twice the size. SO say you have a 100x100 actor, any image for it has to be 200x200. Thats why you make for R.I. when you start the project, cause like i said i f u want to use R.I now you have to redo all your images twice the size
your not understanding me. The actual images have to be doubled the size, not the actor. You have to go into photshop or whatver you made your images in and manually remake them twice the size. And the actors stay the same size
You cant: change the actors size, stretch the images out, or use a change size behavior.
If ur still not understanding search the forum on resoluytion indepence
Ok let me see if I can explain this. Resolution and size are not the same thing. In gamesalad you can change the size of a 20x20 pixel image to 400x400, but it will look like crap because you will see all the pixelation. If you start out with a 400x400 image, it will look fine but the file size will be bigger. When you make a big image smaller with the size attribute in GS, it looks ok.
This is what the resolution independence checkbox does. It takes your big images that were designed for the iPhone 4 and automatically shrinks them to make them compatible with smaller resolutions. It doesn't work the other way around because going from low to high res images results in crappy pixelated images. Ideally you should start with high resolution images or vector images in whatever program your using to make them.
If you have small images in your game, I'll tell you now that if you publish your game will look crappy on iPhone 4. You will have to rebuild your images from scratch to fix that. Sounds harsh but it'll be worth it. Also think of it as an opportunity to do one last final draft on the look and finish of your game.
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
TJMNUT said: This also says you only need to check the box when you hit publish
It also says you MUST create high resolution graphics.
If you have an actor doing a change size then your art for that actor needs to be twice the size of the largest dimensions that actor will be.
If you check resolution independence and have not made your artwork correctly your game will look utterly horrible on the devices.
Create all of your artwork twice the dimensions of your actors and replace all of the art in your game. DO NOT drag and drop them onto the actors themselves unless you want a whole new nightmare of actors being resized in your scenes. Click the image tabs and just replace all of the art will art that is name exactly the same.
Sorry, just noticed your post uptimistik, must have posted when I did.
So, based on your answer, it's not a good idea to create at 960x640 game salad screen size.
Let me get this straight, is this the following method : -
Create at game salad screen size, 480x320, using 'standin' assets ?
Once game is complete, replace all 'standin' assets with higher resolution equivalents, i.e. standin001.png at 100x100pixels, is simply replaced with standin001.png but at 400x400 pixels ?
Again, you posted as I was typing up my post ! lol !
Ok, I think you just confirmed my post.
Have to admit, this process seems ridiculous, why you can't just create at a 960x640 screen resolution as standard if required, and check RI to downsize to 480x320 at the end is just stupid thinking on the developers behalf.
omg its not stupid at all its the easiest way to do it.
if u were to downsize when your games done lke u said, it would throw all position off cause they wyou owuld have starteed with one size and switched to another
if u have a 200x200 actor the art for it is 400x400. thats the only thing u do is double the art. THATS IT
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
I created all my graphics to what would look right to 960x640, so I just have to divide the artwork by two, and replace them. But when do I replace the images.
Of course, if someone had just mentioned the scaling thing to start, I would've understood instantly ! , lol.
Thanks all.
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
TJMNUT said: I created all my graphics to what would look right to 960x640, so I just have to divide the artwork by two, and replace them. But when do I replace the images.
I guess this is a question? (?)
Scenario 1 >>>> to make graphics for the iPhone other than the iPhone4 (which no one will do now): IR checkbox is unchecked. all graphics are made to the size you will see on screen, 72ppi. Bckground images included, i.e 480 x 320. done.
Scenario 2 >>>> You want to make a game that can take advantage of the higher resolution of iPhone4's but want it also to be played on earlier devices: Check RI box. ALL graphics are twice the size, i.e 320 becomes 640, 38 becomes 76, 100 becomes 200, etc., etc., still at 72ppi.
With RI checked these come into GS and show the size you want on screen. When the game is published, the iOS will automatically change the RESOLUTION NOT THE SIZE. So for iPhone4, it'll be double the resolution (double the visual quality) but same size as pre-iPhone4's which will be standard quality.
Using RI mode, make sure all images dimensions, not only doubled, are even numbers. And also, can be divided by 4. These are not suggestions but prerequisites to get the best possible quality for both versions of the devices.
That's the lot about RI now. Unless someone else has beaten me to it.
when do I change all of the images, and do i publish the IPhone 4 version, change all the images, and publish for IPhone 3GS/IPod Touch, but then what is the point of the checkbox.
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
TJMNUT said: when do I change all of the images, and do i publish the IPhone 4 version, change all the images, and publish for IPhone 3GS/IPod Touch, but then what is the point of the checkbox.
Forget scenario 1; that's how it used to be, I probably confused you with too much info.
Basically, you want your game played on all iPhone versions, ones with so-called Retina Display (iPhone4's) and the ones before that... erm, without that. Sooooo......
Always check RI, always bring your graphics in twice the size, etc. FOR iPHONES (not iPad....yet, maybe...) Why the checkbox still? Agreed, probably not necessary now, but at least it differentiates between the "old" way and the new.
I'm still a little confused, i did my project at retina display, so would i make all of the images divided by two, but I still don't know when to replace the images.
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
TJMNUT said: I'm still a little confused, i did my project at retina display, so would i make all of the images divided by two, but I still don't know when to replace the images.
What images do you want to replace, and where? The only "replacing" will be if you've already made a game without RI checked and brought the same size images into GS...then you've changed your mind, checked RI, doubled your images in your image software, then dragged them into the Images well in GS. Providing they are all the same names, they will replace the old ones. Is that what you mean?
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
OMG man RI is not that difficult.
Ask yourself this. are the images in your project twice the size of the actor in your project. If the answer is yes then you are fine just check RI and publish. If the answer is no then re make your art or don't publish with RI. If the answer is I dont know and you have a non retina device. Check RI make an adhoc and run it on that 4th gen device. if your art work is fuzzy then you do not have the correct artwork for RI.
gyroscope said: What images do you want to replace, and where? The only "replacing" will be if you've already made a game without RI checked and brought the same size images into GS...then you've changed your mind, checked RI, doubled your images in your image software, then dragged them into the Images well in GS. Providing they are all the same names, they will replace the old ones. Is that what you mean?
I designed my game retina display, with RI checked, can i hit publish, and i'm good?
Comments
You cant: change the actors size, stretch the images out, or use a change size behavior.
If ur still not understanding search the forum on resoluytion indepence
This is what the resolution independence checkbox does. It takes your big images that were designed for the iPhone 4 and automatically shrinks them to make them compatible with smaller resolutions. It doesn't work the other way around because going from low to high res images results in crappy pixelated images. Ideally you should start with high resolution images or vector images in whatever program your using to make them.
If you have small images in your game, I'll tell you now that if you publish your game will look crappy on iPhone 4. You will have to rebuild your images from scratch to fix that. Sounds harsh but it'll be worth it. Also think of it as an opportunity to do one last final draft on the look and finish of your game.
If you have an actor doing a change size then your art for that actor needs to be twice the size of the largest dimensions that actor will be.
If you check resolution independence and have not made your artwork correctly your game will look utterly horrible on the devices.
Create all of your artwork twice the dimensions of your actors and replace all of the art in your game. DO NOT drag and drop them onto the actors themselves unless you want a whole new nightmare of actors being resized in your scenes. Click the image tabs and just replace all of the art will art that is name exactly the same.
Sorry, just noticed your post uptimistik, must have posted when I did.
So, based on your answer, it's not a good idea to create at 960x640 game salad screen size.
Let me get this straight, is this the following method : -
Create at game salad screen size, 480x320, using 'standin' assets ?
Once game is complete, replace all 'standin' assets with higher resolution equivalents, i.e. standin001.png at 100x100pixels, is simply replaced with standin001.png but at 400x400 pixels ?
Am I along the right lines now ?
Make your game exactly the same as you would but with DOUBLED size art. THATS IT
gamesalad will cut the double size art in half so its the correct size.
the screen size stays the same 480x320, and dont build with regular graphics then try to witch in the ri ones.
Ok, I think you just confirmed my post.
Have to admit, this process seems ridiculous, why you can't just create at a 960x640 screen resolution as standard if required, and check RI to downsize to 480x320 at the end is just stupid thinking on the developers behalf.
if u were to downsize when your games done lke u said, it would throw all position off cause they wyou owuld have starteed with one size and switched to another
if u have a 200x200 actor the art for it is 400x400. thats the only thing u do is double the art. THATS IT
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
OK, first step
I 'have' to create at 480x320 !
How can I create high res graphics to start with and fit them on a 480x320 screen, a 960x640 backdrop will not fit into a 480x320 screen will it ?
( Light bulb moment ) Or does the 960x640 screen just scale into place ? So, essentially all graphics are scaleable on the gamesalad creation scene ?
YES / NO ?
;-)
Edit: that loop's a bit freaky after a while...shall I delete it?
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Of course, if someone had just mentioned the scaling thing to start, I would've understood instantly !
Thanks all.
Scenario 1 >>>> to make graphics for the iPhone other than the iPhone4 (which no one will do now): IR checkbox is unchecked. all graphics are made to the size you will see on screen, 72ppi. Bckground images included, i.e 480 x 320. done.
Scenario 2 >>>> You want to make a game that can take advantage of the higher resolution of iPhone4's but want it also to be played on earlier devices: Check RI box. ALL graphics are twice the size, i.e 320 becomes 640, 38 becomes 76, 100 becomes 200, etc., etc., still at 72ppi.
With RI checked these come into GS and show the size you want on screen. When the game is published, the iOS will automatically change the RESOLUTION NOT THE SIZE. So for iPhone4, it'll be double the resolution (double the visual quality) but same size as pre-iPhone4's which will be standard quality.
Using RI mode, make sure all images dimensions, not only doubled, are even numbers. And also, can be divided by 4. These are not suggestions but prerequisites to get the best possible quality for both versions of the devices.
That's the lot about RI now. Unless someone else has beaten me to it.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Basically, you want your game played on all iPhone versions, ones with so-called Retina Display (iPhone4's) and the ones before that... erm, without that. Sooooo......
Always check RI, always bring your graphics in twice the size, etc. FOR iPHONES (not iPad....yet, maybe...) Why the checkbox still? Agreed, probably not necessary now, but at least it differentiates between the "old" way and the new.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Ask yourself this. are the images in your project twice the size of the actor in your project. If the answer is yes then you are fine just check RI and publish. If the answer is no then re make your art or don't publish with RI. If the answer is I dont know and you have a non retina device. Check RI make an adhoc and run it on that 4th gen device. if your art work is fuzzy then you do not have the correct artwork for RI.