Working with RI

MrshoestoreMrshoestore Member Posts: 181
edited November -1 in Working with GS (Mac)
If I was to make a game and do the graphics for a 480x320 screen, then turn resolution independence on, would that create a second set of images set at 240x160? Basically I'm thinking If you want a lower-res game (8-bit) typically you would want to stretch the image to double it's original size (common in flash games) to get a pixelated look. And since images are half size, the load times should be a bit better on older devices as well.

Am I thinking correctly on this?

Comments

  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Correct, turning on RI creates a duplicate set half the size! So if you wasnt going for a pixelated look you would have say a background image of 960 x 640. In GS you would size it at normal size though!

    So design to the size you want, have your images double the size and check the RI
  • MrshoestoreMrshoestore Member Posts: 181
    Right, so i design in 480x320 because i want the game to be half res (480x320 for 960x640 screens, and 240x160 for 480x320 screens) so I would import my images, and stretch them in GS 2x to fill the screen proper. Cool... I'm just worried about stretching in GS and if that will fuzz up my images or keep it pixelated. I know people do graphics in Pixen instead of Photoshop for the very same reason.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Indeed. I've never tried the pixel style so dont know how that will come up. All i've done is designed in GS at the 480 size with the RI image being 960. That gives me the 480 on older devices and the 960 on the 4's.

    You will need to cover the screen, so you'll need the 240 stretched then i guess! Not sure how that'll look though!
Sign In or Register to comment.