Image help

FF1FF1FF1FF1 Member Posts: 75
edited November -1 in Working with GS (Mac)
Hi, haven't been on a while as I've been designing my first game :D However I'm having issues with the retina display. (I'm NOT good with numbers and stuff) So is this right ? -

I need to create my images on a 960x640 area in photoshop.
And keep them divisible by 2 for the sizes in pixels.
And tick the box to use retina.
And use 72ppi.

To my understanding this is for any phone but not the ipad?

Thanks, :D Just really wanna start making the graphics.

FF1FF1.

Also won't all my images have loads of free space if i use that res ?

Comments

  • FF1FF1FF1FF1 Member Posts: 75
    Ok think I got it now, however what if I'm using circles or do they have to be in a square graphic as close a possible to the sides ? Cheers FF1FF1.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Your image sizes need to be divisible by 4. The easiest way to achieve that is design your game and make all actor dimensions even numbers. Then double the actor size for the image dimensions. the 960x640 size is only for full screen art. so yes if you make you artwork on that canvas size for your player then you will have a massive size image with a bunch of transparent parts.

    Also if you plan to make an iPad version at the very least you need to design all of your backgrounds for 1024x768 and then size it down to 960x640
  • FF1FF1FF1FF1 Member Posts: 75
    Yer, ok that's well explained :D

    So, if I wanted the app in retina for all -

    Tick option in game salad for retina
    Make image twice as big in length and height, divisible by 4.
    With 72ppi
    And change the screen in game salad to 960x640

    And for full art use 960x640 or more for the iPad? For the background (but scale it down for the iPad)

    Thanks, again FF1FF1.

    Thanks,
  • InLikeFlynnInLikeFlynn Member Posts: 171
    The iPad resolution is 1024x768. If you're making your game for both iPad and iPhone, I'd suggest designing it for iPad first, then scaling down. I made my images to fit the retina display, and now I have to go back and add to some of them, which is more work than cropping off some edges.

    The aspect ratio is also slightly different for iPad; 2.13333x more on the Y axis and 2.4x more on the X axis than the standard 480x320.
  • FF1FF1FF1FF1 Member Posts: 75
    When you say scaling down what do you mean ? Like making all my images smaller for the iphone after the ipad version ? coz that seems like even more work, no ?

    Thanks!
  • InLikeFlynnInLikeFlynn Member Posts: 171
    It depends on how concerned you are about the quality of your images. If you have a detailed background in 1024x768 it's easy to take it into photoshop or GIMP and crop off the edges so it becomes 960x640.

    If you do it the other way, you will either have to stretch the ipod image and lose quality, or add to the ipod image which is more work than cropping.

    Once you've cropped the iPad image to iPhone Retina size, you're done because GS automatically makes converts your images to the lower resolution iPhone size when you have 'resolution independence' checked.

    You don't even need to crop it in photoshop because if the edges go over in GS no one will know. It can be your dirty little secret.
  • FF1FF1FF1FF1 Member Posts: 75
    hehe, ok!

    So whats the best way ? Make it on IPAD first :D

    So if I make it for Ipad and let it scale down what sizes does my graphics need to be ? Just Ipad graphics being dividable by 4 with 72ppi ?

    I read you can't make a universal app for all idevices? is this true ?

    Might just make my game for Iphone/Itouch!
    Thanks Allot!
  • FF1FF1FF1FF1 Member Posts: 75
    Owww ok, pretty sure I got it -

    You cant make a ipad/iphone app combined, - (unless you use Tshirtbooths thing)

    SO if I want the app for every idevice but NOT ipad -

    I keep the screen res on gamesalad the same but, make images twice as big? and this will work for all phones and itouch ?

    Thanks!
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