Question about iphone/ipad resolutions

andrewm2211andrewm2211 Member Posts: 341
edited June 2012 in Working with GS (Mac)
Hi all,

Forgive the n00b question, I promise I did do a search.

So I am meeting with my artist tomorrow and I want to make sure we are taking the most efficient approach to making the artwork.

My understanding is the screen specs are

iphone: 320x240 , 960x480 ?

ipad 1024x768, 2048x 1536 ?

So the general practice is to do all the artwork at retina resolution, check resolution independence, and it just works right?

Old iphones/ipads will just down convert automatically?

Any other tips that'll save headaches down the road. Anything I can do to make it easier to release on android later?

Would it be better to do everything vector? or does it not really matter?

Thanks guys!

Answers

  • andrewm2211andrewm2211 Member Posts: 341
    Thanks 'shirt for the thorough answer! exactly what I needed to know.
  • fstltnafstltna Member Posts: 96
    I have my project set to ipad landscape with resolution independance set, but my editor screen and gs viewer on my ipad 1 dont seem to be using it. On my screen things go off the right edge and top, and on the ipad they are just gone. Should RI adjust this?
  • jckmcgrawjckmcgraw Member Posts: 647
    I would recommend publishing an ad hoc build and then see what happens. Personally, ad hoc builds yield better results.

    Regards,
    Jack McGraw
  • fstltnafstltna Member Posts: 96
    I tried that, and had the same results. I also noticed that it did not do the twitter tweets on the adhoc build...
  • CulturePlayCulturePlay Member, PRO Posts: 113
    Is there a tutorial on how to do an ad hoc build? I'm presuming this is different then using TestFlight or testing the application with the GS Viewer.

    Also, adding to the original question...does designing for Retina mean to create background art at 960 X 640?
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