Achieving Faux Retina on iPad 3 (screen shot inside)
I discovered a way to achieve Retina resolution images on the new iPad using GS. This may be obvious and it may already be commonly known, if so please disregard.
Here's what I did...
I had an actor I wanted to display at 256x256. Instead of creating a 256x256 png image to apply to the actor, I created my png at 512x512. I set my actor's width and height to 512. I then added a behavior to constrain the width and height to 256.
There results are impressive. Here's a screen shot of a side by side comparison:
http://redqueenletters.com/FauxRetina.png
So basically, create all your images and actors at 2x the size you need then constrain or change their attributes to the reduced size. Obviously this will be an issue with large background images but I suspect there are creative work arounds.
Some other assumptions/risks... Obviously this will have some kind of performance impact and I've yet to test it on an iPad 2 or 1 so I've got no idea what happens there. Good luck. I hope this was useful for someone.
Here's what I did...
I had an actor I wanted to display at 256x256. Instead of creating a 256x256 png image to apply to the actor, I created my png at 512x512. I set my actor's width and height to 512. I then added a behavior to constrain the width and height to 256.
There results are impressive. Here's a screen shot of a side by side comparison:
http://redqueenletters.com/FauxRetina.png
So basically, create all your images and actors at 2x the size you need then constrain or change their attributes to the reduced size. Obviously this will be an issue with large background images but I suspect there are creative work arounds.
Some other assumptions/risks... Obviously this will have some kind of performance impact and I've yet to test it on an iPad 2 or 1 so I've got no idea what happens there. Good luck. I hope this was useful for someone.
Comments
here it is.
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When you preview in the GS viewer, it will actually use the higher res graphics so you can see a true representation of what the Retina version of your game will be even before retina is officially supported. (You can tell that's the truth because any 1024 wide graphics will appear blurry as they are being blown up. Mainly backgrounds for me.)
My hope is that when they do launch the resolution independence for iPad, my game is all set once I upgrade the 1024 to 2048 graphics.
In the meantime, I just use Photoshop to 50% shrink the graphics from within the .gameproj folder before sending out test builds via TestFlight.