Best practices for sprite, background, and splash screen sizes (multi-platform)
If I'm making a game that I want to run on iPhone, iPad, and Mac OS X, what are the recommended sizes or best practices for the various objects? I have read that I should multiply everything by 2 for Retina support; does that include background images and splash screens? And what happens when it's run on a Mac (especially with a larger screen)?
Are there suggested sizes for character sprites for iPhone apps, so they don't appear too small or too large on the screen?
Are there suggested sizes for character sprites for iPhone apps, so they don't appear too small or too large on the screen?
Best Answer
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MotherHoose Posts: 2,456
@JustMe74 … running a game at full-screen on the Mac … IMO isn't comfortable
think doing iPad sizing (at retina display sizes) … would be best
transported an iPad game to iPhone and just changed the actorSize to contain the larger image and the display was very good!
of course, for now, to get in the big retina background …
you are going to have to let GS resize the image at import
then save/close project and Right mouseClick on it in Finder > Show Package Contents
open the imagesFolder and drag/replace with the big sized one
as images have to be 72dpi … scaling down makes sharper … scaling up will blur
and, you should always antialias your work … to keep the curves sharp and un-pixelated.
30x30 would probably be a good guesstimate of the smallest size for touchActors
very,very small particles show up if they are in motion and/or contrast well with the BG
hopefully, GS's next betaRelease allows for larger imports!
@};- MH
Answers
I once all the art is done I crop, size down and save out for each platform.