I assume you haven't searched the forums as this comes up loads, anyway, quick answers;
Design your art double size. i.e. a background of 480 x 320 will need to be done at 960 x 640. Drag the art into GS, it will automatically half in size for your actor. Then leave everything as it is and design as if you wasn't using RI, the published build will detect if it is a retina ready device, if it is, it uses the full size images, if not it uses a new set it creates at half size.
** Bonus bit of info here ... Make sure all art you design, when divided by 2 is an even number, otherwise the art will blur. i.e. 40 x 80 image will be 20 x 40 where as an 40 x 89 will be 20 x 44.5, you would need to make that 40 x 88 or 40 x 92.
IF you require any more in depth answers then i suggest you search the forums as its been covered loads
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Whenever ever you are making a game with resolution independence checked, are you supposed the make the in the small camera area or make it bigger
Design your art double size. i.e. a background of 480 x 320 will need to be done at 960 x 640.
Drag the art into GS, it will automatically half in size for your actor.
Then leave everything as it is and design as if you wasn't using RI, the published build will detect if it is a retina ready device, if it is, it uses the full size images, if not it uses a new set it creates at half size.
** Bonus bit of info here ... Make sure all art you design, when divided by 2 is an even number, otherwise the art will blur. i.e. 40 x 80 image will be 20 x 40 where as an 40 x 89 will be 20 x 44.5, you would need to make that 40 x 88 or 40 x 92.
IF you require any more in depth answers then i suggest you search the forums as its been covered loads