GS project Resizer

envy87envy87 Member Posts: 13
edited November -1 in Working with GS (Mac)
To the people who use it, how well does it work ? any tricks or tips about it ?
Do you start with an ipad or iphone version first ?
thanks

Comments

  • beefy_clyrobeefy_clyro Member Posts: 5,394
    I normally create an iPhone version 1st with retina graphics. I then use the resizer tool and it really does save about 90% of the work. You have to go and edit a few things, especially some nested rules but thats a fraction of what you would have to do without it. I love it. Put it this way, in my opinion, just using it once had already been worth the money, i have used it around 4 times now so has been super value for money.
  • MattGibbardMattGibbard Member Posts: 45
    As Beefy said, make an iPhone version with Retina graphics first and this will save you a lot of time later down the road. Then convert to iPad after thats finished.

    A few tips are:
    -Add notes to your projects where you have 'hard coded' something like a position. As this will be incorrect once you have converted it.
    -For UI's and Menus, try to constrain their position to the centre of the screen using 'ScreenWidth/2'. This will then automatically format for iPad after the conversion.
    -Try and make all graphics using a Vector program like Illustrator. You can then resize graphics at a later date without quality loss.
    -Always backup the project you are converting, you never know what might happen.

    Hope this helps.
  • old_kipperold_kipper Member Posts: 1,420
    It also helps to have photoshop actions set up to process images to the different sizes you'll need for the graphics. While the resizer changes the actor size it doesn't replace the graphics so if going smaller you have large graphics in the file that take up memory, and longer loading times, or if going larger you have small graphics that look rough when on the screen. These are best replaced with same size graphics after the resizer has done its work. If you process the graphics and keep the file manes the same but output them to different folders you can then import and replace the old ones with a simple import as it offers replace.

    I tend to keep most of my actors to standard sizes which can help with just managing two scales of actors as the PS actions just sit as presets and don't need setting up each time

    cheers kipper.
  • COBGamesCOBGames Member Posts: 114
    i tried the free version to resize for the gs arcade and it did not do it right at all. when i went to publish it only came up with mac and not the arcade.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    COBGames said:
    i tried the free version to resize for the gs arcade and it did not do it right at all. when i went to publish it only came up with mac and not the arcade.

    I think it is only iPhone landscape size that works on the arcade ... thats not the resizer's fault
  • COBGamesCOBGames Member Posts: 114
    my game is set for iphone landscape but 960x640 so it is retina.

    when i upload it just like that to gs arcade it loads but things stop working for whatever reason.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    You're doing retina wrong. Just tick the independent resolution button and import your graphics, they will automatically be halved in size. You still need to design your game as if you were doing 480 x 320, just with that RI box ticked, older devices will use smaller images and iPhone 4's will double up and use the full size. So, the Arcade will only take 480 x 320 ... Again, not a problem of the resizer.
  • COBGamesCOBGames Member Posts: 114
    ah thank you. I thought the game was to be created at 960x640 for retina games.
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