960x640 image to edges
I made a 960x640 image and dropped it in gamesalad. I placed it perfectly centered in the gameplay area, GS sizes it to 480x320 to accommodate retina. However it leaves slight gaps at the right and top edges of screen where you can see anything behind the image.
If I make an actor with no image, and place it in the exact same spot it fits the screen perfectly.
Is there a quick fix for this?
Thanks!
If I make an actor with no image, and place it in the exact same spot it fits the screen perfectly.
Is there a quick fix for this?
Thanks!
Comments
Note: You can nudge objects around with your arrow keys. (Which you probably know already)
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I made a test scene to show you what I mean, just hit preview and you will notice the red background showing through. It gives the same result in the creator and the viewer.
http://www.mediafire.com/?grh3yvphe2xe8gd
@aario: I tried offsetting the camera origin x and y by -1, but some red still shows through. Thanks for the tip though, it is a little better when the camera is not following anything.
EDIT: I just tested the file you uploaded, an offset of -1 for both x and y corrected the issue on both the creator and the device. Hope that helps
Thanks for testing it out aario!
EDIT: I've decided to go with 968x648 images. If anyone has any other suggestions I would still love to hear them though.
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"I have the same problem and i do scale down my images on photoshop from a higher resolution image, whats the problen with that?"
In theory if you have a Photoshop document . . . and it is a layer (rather than a flattened 'background') and you scale it down, then you are effectively interpolating the documents actual edge pixels against 'nothing' (the 'area' off the document) so (depending on the maths) in the overwhelming majority of cases the edge pixels 'must' be at least partially transparent . . . not sure if I have explained that very clearly . . . . in fact before I make an idiot of myself and get this totally wrong let me find a computer with Photoshop on and try it out . . . . .
Cure: flatten image before scaling down.
Remedy for images already scaled: cut and paste the whole image onto itself two or three times - then flatten - this will get rid of the transparency.
This issue certainly exists, but that's not to say it is the issue Graybay is experiencing (although it might be).
Another solution is to make your image about 5 or so pixels wider and taller than it needs to be, then just center it in the screen.
Nooooooo !
: )
Make sure it is an extra 4 pixels or 6 pixels, but never 5 (odd numbers = soft images)
I went with 8 and everything is running nicely now.
"I believe 4 or 8 are good, but 6 will not work since it will result in a number that can't be divided in half into an even number."
140 pixel wide image would become a 146 pixel wide image . . . . . a 200 pixel wide image would become a 206 pixel wide image . . . . . a 42 pixel wide image would become a 48 pixel wide image . . . . etc.
ie: 6 is fine !
An image doesn't have to divide into an even number to avoid the 'soft image' issue, it only needs to be an even number. If it did need to be an even number and be able to be divided in half into two even numbers - then exactly 75% of all numbers would be off limits !
That will work fine.
Cheers!
Lump Apps and My Assets
"Are you certain? 146/2 = 73 pixels (nogood) 206/2 = 103 pixels (nogood). Anyways that's what I understood from the art optimization video. Is this only if you are working with retina graphics?"
I don't know about about Retina to be honest, but the general rule is to make images divisible by two (rather than needing to be divisible by two the resultant parts to be divisible by two as well).
This issue is not exclusive to Gamesalad, it is true of all sorts of applications from Dreamweaver to After Effects - and for as long as I can remember.